Davioware's Forum Posts

  • good start more original, hehe.

    good for a first game attempt keep it up.

  • pretty cool. could come in handy somewhere along the line haha.

  • hmm, i think i know what you mean about the vibration. it doesnt happen on my pc, but if the game runs slower than intended i've noticed that it vibrates violently as you said. It happened to me when i was testing some more demanding effects. As for the treads, i know i couldve used more segments,but i was just too lazy lol. i do use both types that you mentioned btw. i dont really plan on fixing it tho, me and brother are currently working on a full scale game (2 actually)

  • A little engine for a tank game i was planning on making. features destructable terrain and uber realistic tank.... uhhh... movement. The normal finding engine was developed by me and my brother quazi, through linked cerebral parallel thinking (talking)

    space to shoot, arrow keys to move and aim.

    http://willhostforfood.com/?Action=down ... leid=49624

  • what would a seed do? random is random (i think... )

  • YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! SMILEY RACING!

  • [quote:1x9hr2yq]- Audio: I've basically figured out how to add music, but it doesn't play when I click "run". Is it a bug or am I doing something wrong? Also, is there a way to get music to play continuously through more than one event? I'm also wondering how to have BGM and also add SFX over it, and maybe add in voices.

    -add the Xaudio2 object. put your music/sound in the .cap project files directory. create a new event in which Xaudio first loads "mysound.wav" then plays it on channel 1 (or any other channel)

    [quote:1x9hr2yq]- Video: I'm planning on doing an opening and ending and such (animated on a different program, of course); is there some way to put a non-AVI video in as a "layout"?

    -im not quite sure if the avi object can play other file types, check the wiki.

    [quote:1x9hr2yq]- Images: Since it's a visual novel game, I'm not planning on using tiny sprites or tiled backgrounds. Is there a way I can expand the "sprite" size to use a full character image (and have the picture actually work), and a way to use a full image for the background?

    -sprites can be any size. just paste them into the image editor and press the button that looks like two arrows pointing diagonally left/down and right/up (resize canvas). backgrouds can be a sprite or tiled background object. hope this helps

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  • whoaz NNNNNice use of deh sine wave mhannnnnnnnnnn

  • does this major rewrite mean that old caps will be rendered unopenable/usable? I hope not.

    i dont think you guys would do that though.

  • 18, cheers guys.

  • bezier curves exist, you just have to code them yourself. check out my brother quazi's blobber engine demo thread. he used a bezier for the pipe connecting to the gun.

    -for your half water tile why not just use an invisible detector? its much easier than plotting a shape with points in an event..

  • menus arent implemented yet

  • me and deadeye were experimenting with this and the solution with unbounded scrolling does'nt work. the black bars at the top and left cannot be eliminated when zooming a 320x240 to 640x480 even with unbounded scroling enabled. also, we were experiencing sprites randomly disappearing for no apparent reason. ill post the cap as soon as i get back onto my other pc.

    Maybe, but it's a reasonable amount of coding when it works fine with unbounded scrolling enabled and the display zoomed to 200%.

    it doesnt work fine i feel this kind of feature is important, construct should support as many resolutions as possible. zooming is a workaround, but a real res change would be needed. creating a large game with said workaround is difficult and ineffecient. zooming is great for short effects, but a full game should not be dependant on it.

  • even with all this im still catching abit of scewing.

  • That would keep the window at 100% zoom. If you deliberately want the display stretched, and the runtime is drawing a screen one size and the window is another size, DirectX always linear-filter stretches the drawn screen to the window size. This could be worked around by always drawing at the same size the window is, but then doing some manual stretching somewhere in the rendering process.

    so ash are you saying a simple 2x doubling is implmentable? as an app property lets say?