deadeye's Forum Posts

  • Wow! If we get a time reverse behaviour etc etc

    I believe what Rich was working on was actually a behavior that logs changes in the state of your object (in response to Quazi's post, not Doppel's.)

  • No, this means that you cannot use it for commercial use. Making something with Dreamspark and selling it constitutes commercial use. Student versions of all kinds of software are often tagged with this limitation.

  • LOL you used the Ben Bernanke gorilla version of This Cursed Rock

    You know there are a lot more fleshed out game projects out there, you don't have to fill up the video with a bunch of shadow caster and plasma demos

  • I don't see how this is "Americans" failing... more like that one guy whatsername was interviewing. That is, if that photo is in fact a bunch of Finnish kids.

    Though I did have a chuckle over the fact that the Symantec guy used the Awesome Face on his "infected" video site. I guess the guys at Symantec have a sense of humor...

  • It's all good, man

    Please don't take this the wrong way. Folks here really are trying to be helpful. There's been plenty of collaboration on these forums, and plenty of people who've recruited help for their projects... you just have to show everyone what it is you need help with.

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  • Hi

    First, I have no idea what "normal" is supposed to look like in your game... how are collisions supposed to look? What is the game supposed to do?

    Second... your custom collision code is much too complex to be looking at without comments. I took one glance at the Collisions group and just closed the .cap. There's no way I want to spend the next hour going through your .cap and trying to figure out your method, only to guess at the results you're after.

  • There's a man who's got his priorities in order.

  • I believe Aeal created it for use in his level editor...

  • with a semi/ fully working engine (Even if it has bad graphics) will be more likly to get some one to help you.

    This man speaks the truth.

    It's cool if you can't make graphics, your fellow game developers understand perfectly. If you have a good demo that just uses stickmen or plain colored boxes that's all it really takes to shop around for an artist.

  • I didn't think they had DST in Englandia...

  • The system condition just gives you more control over picking of the instances that are colliding.

    It's more useful, I think, if you don't want to pick the instances for whatever reason.

  • i could only guess that the physics engine wants to have a word with you about spawning one box at the exact same position as another box. something about that being physically impossible

    That's what I thought too, so I changed it up so that one box was destroyed before the other was created. It still did the jumpy thing :/

  • I believe David mentioned the possibility of porting his Move Safely object (or an equivalent) to Construct, but that's not likely going to help you for now

    I suppose you could reduce the number of steps in your loop, then back out when collision is triggered. For instance, if your player hitbox is, say, 64px wide then you can very easily move in increments of 32px and know that if there is something to collide with, then a collision will occur. At that point, run a second loop to back it up to the point of impact.

    It would be much more efficient than advancing your object by 1px every time you loop.

    To streamline your collisions further you can change the sprite's collision mode to Bounding Box for the first step, then if collision is triggered switch it over to Per Pixel to back it out if that's what you need. Per Pixel is a lot slower than Bounding Box (especially since Per Pixel does a Bounding Box check first, then a Per Pixel check second).

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  • DRM is a waste of time and energy. If your game is good, people will buy it. Enough people, anyway, that you will still come out ahead. The chances that you will get "indie rich" are slim... but if you play your cards right you can do okay.

    The best way to get paid, I think, is to get out there in the indie community and make yourself known. Get to know people. Make friends, and contacts. Then show off your work. It's easier to get buzz going by word of mouth on the internet than any other way... ads don't work, and shameless self-promotion doesn't work (aka Bob's Game). The more people who respect your work, the more likely they will be to say "this guy deserves my money."

    That is, if you want to make the kinds of games you like... you could of course just ***** yourself out to the iPhone or Popcap crowd and make soulless casual games, they have plenty of money to throw away