ansmesnobody's Forum Posts

  • > Never gonna give you up.

    > Never gonna let you down.

    > Never gonna run around and desert you.

    > Never gonna make you cry.

    > Never gonna SAY goodbye.

    > Never gonna tell a lie... and hurt you.

    >

    Heh, I wrote an essay analysing that song at uni last year, partly as a joke. Got a good mark though

    Me and Aeal put a program on our java teachers computer that made it play that video when he moved his mouse....He wrote most of his code on a dry erase board so I was afraid he wouldn't trigger it. but he totally did !

  • yeah they should either add it or remove reference to it inside of construct.

    I forgot all about that "feature"

  • If you want to make a toggle switch just set the initial variable to 1.

    than :

    On space pressed >
        VariableSwitch = VariableSwitch * -1
    
    //so you get 1 or -1 every space press.
    
    //than compare:
    
    if  VariableSwitch = -1
        Do Action
    
    if  VariableSwitch = 1
       Do Action[/code:2wayqkbs]
    
    that's what I always do.
  • Also, the indoor scenes with actual human actors gave me a bit of a headache because the 3D wasn't as on point as it should have been and was kind of a blurry mess. But the outdoor, fully CG scenes were fine.

    [....] because the 3D thing is overrated.

    Did you see it in IMAX 3D or real D? I think IMAX looks better and is less blurry. than again, I could have imagined it...

    [ps:]

    My brother pointed out to me that the story is the same as The Last Samurai. haha it's more accurate than Pocahontas I think...

  • this focus thing you mention is not an issue in photographs, and if our eyes are capable of perceiving the sharpness of HD sets, they can certainly perceive the sharpness in life.

    I'm absolutely convinced it's just a people thing. We're used to 24fps = high budget, higher = Made for TV.

    It's like that guy that used to narrate trailers: "In a world...."

    you heard his voice, you knew it was high budget.

    I don't know...I think it is the lack of motion blur. it reminds me of Pal tv (no offense )

    When I render out animations with motion blur, it becomes more "real" than without motion blur.

    60 fps really takes away some of the blur, thus the realism. I have heard that games started doing 60 fps because it was near impossible to process motion blur in real-time 3D games.

  • Lucid speaks the truth!

    I just saw it, and I am stunned.

    I keep seeing so much hate, but it was the best movie I have seen in a long long time.

    I forgot what a movie was supposed to be, but this film woke me up.

    the "blue people" were alive in this movie, maybe more than most actors. it was an exciting glimpse into the future.

    When was the last time we saw a happy ending in a film? the world doesn't have to end up in a shit pile in order for the story to be good.

    The world, the culture, the musical culture... it was all amazingly convincing.

    and people need to chill out about the 24 fps thing: That is not the fault of avatar, yet I see this augmenter being regurgitated across the net (*cough CGtalk cough*)

    Go see it! it was fantastic.

  • Umm... I rig texture and model.

    I made a few games using pre-rendered graphics, but the v-ram limit really makes this a challenge.

    I kept thinking " if only the sprites could be replaced with 3D models"

    If construct could import a .obj file + texture for a sprite. crude animation could be done rather well with multiple . obj loading one after another (not from the disk, from memory). no lighting would be required as it could be baked into the texture.

    3D modeling and animation can be simpler than animating a 2D sprite. you don't have to re-draw it each time. As somebody who can do both, crude 3D would be welcome.

    if I ever get a chance, I would love to program it, but.....

  • But...that would suck

  • I have tried it with varying degrees of success.

    Try sharpening your sprite before and after shrinking it.

    helps more than you may think.

  • I find if a project is getting to be tiring it is sometimes a good idea to start working on smaller mini-projects.

    I know this may sound like a bad idea, but it lets you keep your mind on making games (or whatever) and it provides an escape from the project.

    If you work back and forth from one to the other it breaks up the monotony.

    (* WARNING: Please concentrate on the first project more than the other(s), or this will be no different from giving up on that project )

    In the end you may even find you got two games done by your deadline (happened to me twice . )

  • I have tried it...It seems kind of hack-ish.

    To add multiple game levels/areas it seems that you must embed a game file into another

    not sure if I got that right but...

    I'm going to give it another go if I can load custom models into it without much trouble...

  • Weird how I tried this once and never thought of using a "get up" button

    :s

    I was aiming for full physics platforming though.

    I would like to see this, but remove the "get up button". Instead, replace it with an "is on ground" event. (detector object I guess.) Than make a full on failing limbs system (FoFLS� me ) like Shadow of the Colossus

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  • Always wanted to make a game look like that!

    As soon as I get a bit better at 2D painting...

    Reminds me of the animation in the PSP Metal Gear cut scenes

  • My first attempt at pixel art, so be gentle.

    I like it, It's charming. But please don't save in .jpeg format. It hurts my eyes, and it is hard to see your pixels

  • Yes it is already supported.

    I use it often (much better than having to duplicate frames just to make them last longer)

    http://sourceforge.net/apps/mediawiki/c ... imator_Bar

    (check last part on bottom of page for more info)