Davioware's Forum Posts

  • gah! the graphics are way too small to see in that window.

    Other than that nice micro gfx style. I got up to that part with the jumping and dodging on the moving platform, then my eyes were too strained .

    FYI: I find the player's hitbox is too big.

  • Use private variables for all these things. Try the ghost shooter tutorial, I think it should answer most simple questions like these. Welcome to the forums!

  • Hey user, it appears that you don't have the latest version of directX 9. Do you want to install it now? It is required to run & game name &"."

    then it should auto prompt the user with...

    <img src="http://www.top-windows-tutorials.com/images/Install-DirectX-Step1.png">

  • For normal applications, yes, but it actually takes 50% more objects with the behavior to slow the game down to VSync rate. That's 4000 objects with events and 6000 objects with the behavior.

    Hmm, not bad, not bad.

  • might be a bug, or it might be something else. Try recreating it again to make sure it's not something you're doing. If it's not you, it's a bug, so report it good sir, I mean ma'am.

  • provides speed improvements over doing it with events.

    Oh comon this is negligible.

    Nice plugin anyways, twill help the less mathy people.

    ACTAULLY ITS BAD FOR SOCIETY, NOW THEY WILL NEVER LEARN WHAT SIN AND COS PROPERLY DO ARGHHHHHHHHHHH DESTROY IT DESTROY IT

  • Can't wait to test it. I NEED IT.

  • meh, i heard davo was trying to make this for his custom movement plugin.

  • for example you'd be able to test for collisions during the movement loop as opposed to now where you can only test for them after its pushed out and everything.

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  • Would it be possible to add an "on step" condition for the platform behavior? This would expand on it's functionality, as it would allow users to perform events during the step, and not only after. I assume it isn't too difficult to add, but then again i could be very wrong..

  • I am trust. Give cap now and i not steals it.

    but seriously, you can show it to me if you want. Or make a fresh cap, wtv.

  • deadeye's idea is suitable and simple. make an object called text trigger and have it hold the text in a private variable. have it disable or destroy when the character walks over it if you don't want him repeating things like a broken record (ie. only say the line once).

  • Heh, they aren't really necessary I find.

  • flamewar begin.

    kidding.

    the pixel art, chiptunes thing you like is a matter of personal taste

    Exactly, they're just a little part of golden age gaming I enjoy, that's all. I'm not saying all games should be like this. I enjoy new indie games with better graphics.

    As long as motion blur doesn't impact performance too much (right now it's too much ), i'm all for it. I'm only saying that people tend to focus a lot on graphics and effects more than anything else. I agree that new gen indie games (ie. braid and world of goo) have come a long way from low res graphics and such, but remember, these games emphasize gameplay more than anything else. Their success comes not from their graphics, but from their originality and gameplay.

    I don't think that most gamers get into indie games because of the core gameplay that was presented to them 20 years ago

    see Cave Story, but i see what your saying.

    the lack of it has been an obvious visual flaw in animation since the original king kong and godzilla claymation scenes

    It would not look better with motion blur, It needs more frames, and overall better animation.

    Anyways, if someone can make motion blur look nice without killing the game, then bring it on. The velocity buffer idea sounds cool.

  • use the set text action.

    set it to object('roomname') without string "quotes"

    should work fine