Attan's Forum Posts

  • The guy earns like 200.000$ a day, so i don't think he'll cry if you pirate it.

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  • Love the concept, keep the concept.

    I actually love everything. The music thing is fantastic, and the soundtrack is a great composition as well! Dont make it too complicated. Maybe one more weapstrument, but no more. Finnish this with good quality and it's a winner!

  • [quote:ekbzyu8v]btw is it just me or like everybody are asking for this...?

    Not just you, I've been suggesting this as well. I always use objects pv's for storing values since you can see them, but it's far from optimal and a visual array would really speed things up and help keeping everything organized.

  • Yeah, shadows on the sky isn't really something you'll see in a real life situation.

    But some kind of moving shadow on the trees might look good though. Anyone?

  • What is that? Doesn't really look right. You'll have to post the .cap as well, otherwise it doesn't really mean anything. Could as well be photoshopped.

  • Yeah, i did that. Just didn't bother to write it.

  • one thing is missing. transperency.

    shadows, when sun is low, not only grow longer - but also less visible. in that last cap - try and drag the sun far away offscreen and see what happends.

    Actually, the shadows stay the same, It's everything around that gets darker.

    http://dl.dropbox.com/u/930918/fakeshadows.cap

    This thread is getting interesting. How much more realistic can we make this?

    10 points to anyone who finds something to improve.

  • I also have problems with the temp.exes created when you test a game. I have norton internet security. No big problem though, i just had to add temp.exe to the exclude-list.

  • Doh.. i gotta learn to avoid getting tunnel vision when i spend too much time on the same task. This situation is way to familiar.

    Thanks.

  • So ROJO, i reworked your .cap to make the verlet thing move through a loop for better collision detection, but for some reason it jumps a bit higher, even though it (as far as i can tell) should be exactly the same.

    http://dl.dropbox.com/u/930918/Jumptester.cap

    At first i tried to make it like:

    Always

    -run loop "up" ceil(distance) times.

    -set Y: Y+(distance-ceil(distance))

    Something like that, but it had some problems with floats that i couldn't figure out how to solve, so i used the workaround that is in the .cap right now. I'm not really happy with it though. I don't like the unexplained extra height, and I get the feeling it could be made in a more efficient way.

    Anyways, I'm going to implement it into my AI thingy and see how it works out.

  • The side-scrolling issues is nothing to worry about. I haven't cared much about the camera.

    So it seems like the problems are caused by the irregularity in the platform movement caused by timedelta then. Thank you very much for your post ROJO, very helpful. I'll try to make a version using Verlet.

    Another thing i thought about is if it's possible to use the timedelta expression in the jump-event to ajust the height for the platform movement. Don't really know how since i don't understand exactly how it works, but it would be great if it was possible.

  • Thanks for the tip quazi, I'll try and see how it affects things.

    I think i found some problems in the code messing up as well. Try this version and see how it does.

    http://dl.dropbox.com/u/930918/Jump2.exe

    edit: Here's with override timedelta. Seems like that fixed the randomness. Thanks quazi! Now the question is if I'll be able to build a good game on something that requires that box to be checked.

    http://dl.dropbox.com/u/930918/timedeltaOverride.exe

  • Yeah, that's really strange. I'm working on an alternative solusion now, using beizer curves for the jumps, but if possible I'd much rather use this method.

    If any of the programmers see this, please give me your thoughts about what the problem might be.

  • Might be a timedelta problem. I don't really understand fully how the platform movement interacts with the rest of construct.. that's pretty much what i need help figuring out.

    For most people it seems to fail at n.5.

  • So I'm trying to teach this square how to jump properly on it's own. I've got it working well on my computer, but it seems like it doesn't work for anyone else. So if you could try this thing and post the results I'd be very thankful. Press R to restart. (Don't mind the ones that falls into the gaps, if one guy makes it then it works.)

    I get the feeling the problems are related to the way the built in platform movement works. Anyone who knows what could cause this irregularity? Also, for me it works like 19/20 times with V-synced, but never gets to the end with fixed or unlimited framerate. I use a calculation to determine the strength of the jump, which shouldn't be able to fail as far as i know, but somehow it still quite big mistakes from time to time. I don't need pixel-perfect, but I'd like to know where the problem lies and how i can narrow it down to something i can work with. I'd really prefer not having to use a custom movement since it's going to be tricky with lots of enemies.

    http://dl.dropbox.com/u/930918/jumps.exe

    If you'd like to help me and need more info, pm me and I'll send you the .cap.

    Help is very appreciated.

    Jonatan