deadeye's Forum Posts

  • You need a loop that pushes your object out of solids 1px at a time until it is no longer overlapping.

    It helps to have detectors and stuff as well. It's possible to do things without them, but it's much easier with. If you had a floor detector placed at the bottom of your sprite, then after your push-up loop you wouldn't need to run your gravity checks any more until the floor detector is no longer overlapping the ground (i.e., if the player jumps or if he walks off a ledge).

  • Posted a review in your TIGS thread

    And shame on you for not reading the rules! ( j/k... though they are a bit sticklery on the rules there).

  • I would assume it's just for 2D sprite animation. Like Anime Studio.

    Where you have different sprites for things like arms and legs and whatever, and you rig them to a skeleton and manipulate the skeleton for animation.

  • Hehe, yeah... pretty much . My hair has been that color, too. Just about every color actually, except green. And I guess I still do wear a lot of black.

    I don't go to clubs any more though, I'm too old for that **** . Plus if I tried dancing now I'd probably have a heart attack.

  • Glad you liked it

    As far as the ending, I'm actually kind of surprised because I've gotten more replies from people saying they did like the ending than from people saying they didn't. I thought it would be the other way around. Some people have even said they appreciate me not doing something obvious like the zombie First Mate coming back for revenge (which is kind of close to what I had planned originally).

    But still there's enough interest from people who want to see a more serious ending so I'll get around to it eventually. And I guess when I do I'll add in a menu option to either play the compo edition or the "director's cut."

  • Actually, yeah that sounds like a quite useful request.

    Though you might be able to get around it with an inverted "Key is down" and a Trigger Once in the mean time.

  • It's about time, man

    Thanks for playing, I'm glad you liked it . But like I said before, I really don't think I have a chance of winning. There are some seriously excellent entries in the competition that make my game look rather meager.

  • Start with left/right movement, then make gravity. Once you have gravity, make collisions with the floor. Then make collisions with the walls. Then make the jump. The rest will follow naturally. It might be difficult working out the details, but you will have an idea of where to go from there.

    Just experiment, and think logically. It might help to make a list of everything you need your engine to do, and work on one thing at a time.

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  • I haven't had any problems with On Animation Finished. I used it in my game, and there's been no new build since then. If you're experiencing what you think is a bug, post an example so someone can take a look.

    When you set an animation to a specific frame, it stops the animation, so it will never finish. When you play the animation, it plays from frame 1. This is an issue I've meant to report (I really should get those bug reports in . I totally forgot.)

    As for the rest, I really can't understand your pseudocode. You should make it more readable, I can't how you have your conditions and actions set up. Here's the standard method we use on the board:

    For conditions we use a plus:

    + Always
    [/code:3hnr4qrf]
    
    For actions, indent a couple of spaces and use either -, >, or -> to indicate it's an action and not a condition:
    
    [code:3hnr4qrf]
    + Always
       ->Sprite: Set position to x,y
    [/code:3hnr4qrf]
    
    For multiple conditions in an event, it's usually done like so:
    
    [code:3hnr4qrf]
    + On key "Z" pressed
    + Sprite.Value('myVar') Greater than 0
    + Sprite is visible
       -> Add 1 to Sprite.Value('myVar')
    [/code:3hnr4qrf]
    
    For sub-events it would look like this:
    
    [code:3hnr4qrf]
    + On key "Z" pressed
    + Sprite.Value('myVar') Greater than 0
       + Sprite is visible
          -> Add 1 to Sprite.Value('myVar')
       + NOT Sprite is visible
          -> Subtract 1 from Sprite.Value('myVar')
    [/code:3hnr4qrf]
    
    As for the sprites all setting to different frames, try generating the random number separately.  Like so:
    
    [code:3hnr4qrf]
    +Start of Layout
       ->System: Set global variable 'randFrame' to (1+random(5))
       ->Sprite: Set animation frame to global('randFrame')
    [/code:3hnr4qrf]
    
    This works fine (I tested it).  Construct is a little different than MMF when it comes to instances, so it thinks you want each sprite to set itself to it's own random frame.  If you tell Sprite to set it's frame to a specific number though, it works okay.  It's not a bug, just a different way to handle instances.  You'll get used to it after a while.
  • It's just a simple building example, there's no game engine in it.

  • I'm working on a series of platformer tutorials. I've been busy with a competition entry and subsequent hard-drive crash, but soon I'll be able to pick up work on them again.

  • Oh wait, I know what it is... the Announcements forum has a postcount requirement on it to keep people from just signing up and spamming their games without contributing to the community. You need to have ten posts to access that sub-forum. I totally forgot, sorry )

    Anyway, here's the download link Hideous posted in his thread...

    http://beskrajnost.com/banana-flip/rele ... asetup.exe

  • When it comes to keeping your game running smoothly it helps to not go overboard on shaders and other effects.

    If you can make your effects before-hand, you should. Like blurring a sprite in Photoshop before putting it into Construct, rather than using the Blur effect or something. Or using plain old color filters instead of Tint Plus when you can get away with it. Obviously you can't always do this, but just be on the lookout for any place you can cut down on GPU time.

    Plus, while shaders are nice, a lot of people tend to overuse them anyway. Stacking five shaders on a sprite and topping things off with motion blur doesn't necessarily look good. Keep things slim, keep them subtle. A humble looking, yet good playing game is ten times better than a showcase of shader effects that runs really choppy.

    Just my two cents, though.

  • Oh but it might not have updated the font cache.

    That must be it. I logged off, then logged on again and it looks good now. I didn't even notice before

    Huh, TIGSource says 'The topic or board you are looking for appears to be either missing or off limits to you.'. I'm logged in too.

    Does this link work for you?

    http://forums.tigsource.com/index.php?topic=3864.0

  • Another finished Construct game! They're starting to pop up all over now . It's an 80's style arcade game, and even though the gameplay is kind of simple it's still pretty fun, and pretty tightly put together.

    Linky.

    <img src="http://i37.tinypic.com/k0hxn9.png">

    Congrats, Hideous!