deadeye's Forum Posts

  • Is there a particular reason why you do use a detector?

    Yeah... what Ashley said. Geez Rich, haven't you taken my tutorial? I explain the reason in detail

    but i was thinking about the way of handling collisions between the player and the grasstiles, isn't it possible to use layers (solid layer for tiles, background layer etc.) instead of using the green collision detector on every tile?

    I'm not sure what you mean. Do you mean to set the entire layer as Solid? I'm unaware of any way to do that.

  • Okay, no problem, I just won't write about tags. There's nothing saying I have to, I guess

    I'll keep the current info I've got regarding animation. That pretty much just leaves the jump-through platforms and the moving platforms I think. Easy enough to change.

  • Well, I finally decided to sit down and rewrite my tutorials and immediately ran into a problem with the animation tags. Well, more like I've forseen a problem as I'm guessing the tags for platform behavior aren't done yet (they don't seem to work at any rate).

    Since my character is using a sprite positioned at a separate sprite with platform behavior applied to it, the player sprite won't get input from the platform behavior to use the correct tag. Unless there's a workaround for this?

    Or maybe I should just skip that part and leave my animation section untouched? It's still good info, it just doesn't use the tag system.

  • There's also GameCake.net, aiming at indie developers. A (very) few people have uploaded games to it (though one of them was agj... he put The Lake on it )

    But honestly, I think GameJolt looks better

  • I thought the tube was made from a chain of small sprites that just angle and position themselves to a spline? At least that's how it was done in an older version...

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  • A Camera behavior might be useful. It could make zooming/panning easier, especially during cutscenes.

    Actions:

    Set View - set the current camera as the one to be looked through (if there is more than one camera)

    Pan to object/point [speed|slowin|slowout]- move to and stop at a certain object over time with slow start/stop for natural movement.

    Cut to object/point - jump instantly to an object

    Follow focused object - would work pretty much like Center View On Me but you could set different objects to follow by using Pan or Cut to set the focus

    Zoom [speed (in percent per second)|target amount] - zoom in/out over time until target zoom amount is reached

    Tilt [speed (in angles per second)|target angle] - uh, yeah

    Shake [amount|duration] - Maybe? I dunno, might be too much (you could use the Shake behavior)

    Wobble [amount|duration] - Maybe? I dunno, might be too much

    Fade [duration|in/out|color] - Maybe? I dunno, might be too much (you could use a Tiled BG with Fade behavior)

    Conditions:

    Object has focus - test if a specific object is the focus of the camera

    Is focused - Test if the camera is positioned directly over the object currently in focus

    Is active - test if the selected camera is the one being looked through

    Is panning

    Is zooming

    Is Tilting

    ...uh, I don't know what all conditions you'd need. Depends on how complex you'd want the behavior to be I guess. Same goes for expressions.

    I know all of these things can be done with actions, but maybe it's useful enough to make into a behavior

  • Edited the Tiled Background to include information on actions specific to the object. I'm wondering if this is a good idea for other objects as well...?

    And perhaps there could be "Common Actions," "Common Exressions," and "Common Conditions" pages? Or is that overkill? Maybe just highlighting the unique ones on each object's page will suffice.

  • Ah okay. I guess I was confused

  • WMA is the Windows sound format, so it should play on any Windows machine without problems.

    I should really check out OGG, I have no knowledge of how it works. Does it require caching? How is the file size and performance compared to MP3? Can you just drop a .dll for the OGG codec or something into the application directory or would you have to use an installer?

    The only thing I really know about OGG is you don't have to pay to license it like you do MP3 if you're selling your game.

  • Okay, I finally signed in and need wiki access.

    Please activate Therealdeadeye

  • You're off the hook, Casho

  • Nice demo! It runs really slow on my computer when an object is overlapping the surface of the water though. But on a faster computer I bet it's fine.

    Anyway, I just wanted to mention also that you don't need to make a loop for each event. You can place all of your box floating and displacement code into one loop like so:

    <img src="http://i44.tinypic.com/2lc9r3t.png">

    This still works just fine. You could make a second loop for the circle the same way, and have just two loops instead of the ten loops you have now.

  • Requesting a "Manage Resources" button under the Project bar tab thingy. There was some confusion by a new user in chat as to how to add resources, so making a big obvious button seems like a good idea.

    Plus it could also have all the resource things for editing right there in a handy window, like the "Manage Families" window.

  • Needs a big flashing banner so people know precisely where the events end:

    <img src="http://i41.tinypic.com/2vsqkxd.gif">

  • Nah, that's not a bug... there's no wall there to stop the player so the wolf has just dropped off the edge of the world .

    It's actually way below the level, falling through the void... forever