deadeye's Forum Posts

  • About 4400 down, 2200 up. Eh.

  • Yeah David should be able to sort that out for you

    I hope so

    And to contribute:

    <img src="http://i33.tinypic.com/15zqety.png">

    Hey, I can't help it... I like minimalist pixel art

    The main character in my TIGSource compo entry. He's a sea captain . I'll make a thread for the game once I get a little more done.

  • A new one for Deadeye (smaller)

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/sig%20images/DE-Sig-Sm-Scirra.png">

    Awesome, it's perfect

    I tried putting it in my sig though and I'm still getting the "It was not possible to determine the dimensions of the image" message.

  • Post it as a bug report... I'm very busy these days I'm afraid, I don't know when I can have a look at fixing it, and I don't know when any of the other devs might have the chance to have a look either. I think you'll have to try and find a workaround for now...

    Done. And yeah, I just made a manual animation routine that sets the frame every #ms as a workaround. It was easy to do, I just needed all the objects to cycle their animation one frame out of sync with the object next to it.

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  • Found a bug:

    "Play current animation" appears to always play from frame one, even if you specify a different frame to start on with "Set animation frame."

    Could we get a hotfix, or should I post this as a bug report?

    Edit:

    Oh man, it even does this in 97.5. I never noticed before, I've never actually attempted to do what I'm currently doing.

    I'm making a series of ocean wave sprites. Each animation loops, but each one needs to start on a different frame in order for them to look wavy. No matter what frame I set, they all revert back to frame 1 on start. I guess I'll make a bug report after all...

  • <img src="http://www.b3tards.com/u/2951c544e5d930f23b20/eek_big.gif">

  • Nice! Downloading now...

    One quick question about power of two textures in the BG Tile... do they have to be exactly square or can they be, say, 32x64 where each dimension is a power of two?

  • Event 8 refers to PlayerCharacter[Platform].Speed/20 in a Set Animation Speed action. When you remove the movement, this expression becomes invalid. If you switch back to the event sheet editor, it realises it's invalid and deletes the action. Then, running it works fine. However if you run it without switching it to the event sheet editor, it doesn't check it's still valid, and crashes in the export. That's obviously a bug, but for now you can just delete the action or remove the behavior and switch to the event sheet editor before running.

    Ah, okay. I didn't see that event in there.

    Thanks for checking it out though

  • Hey Ashley, I found something weird in the Construct .cap and I was wondering if you might take a look at it. I sent you a PM (also sent a copy to you Sol).

    Thanks

  • Dude that's sweet! That would be a neat trick to use for a few things I can think of.... like a remake of the old line vector based coin-op star wars game.

    Dude, that game rocked

    And so does this .cap!

  • Woah, that's pretty crazy deadeye. I think its broken for you. Do you get a low framerate?

    Motion blur here just looks like a softening of the edges.

    I have no idea what fps I'm getting for this game but it seems to run at an okay speed. And yeah, every game with motion blur looks like that for me. Even the rain demo, to a certain extent. I wasn't ever really sure if that was how it was supposed to look (which would mean you were all crazy for thinking it looks good... not a completely unwarranted assumption lol jk ) or if it was just my computer.

    I guess it's my computer. Good to know you aren't all crazy. Still, I wish it would work for me

    this is what it looks like to me when dashing (most blur possible in the game atm -- walking around, you're moving slower, you'll have less blur)

    <img src="http://upload.dfyb.net/uploaded/blur.jpg">

    Ah. Yeah, there's a big difference there. The screenshot I took wasn't even when dashing, it was just plain walking speed.

  • Hmm, not much to report on now, seeing as how it's just the base movement engine. I don't much like the controls the way they're set up, but if you're making a customizable control scheme then that's okay.

    And I'm not a fan of the blur, at all. I don't know what it is, maybe it just looks crappy on my machine but motion blurring just never looks right in any game I've ever seen. It's way too choppy.

    Here's a screenshot (linked for size).

    Is it supposed to look like that? Could someone with a good computer post a screen of what motion blur looks like for them?

  • Argh, it started too soon

    I thought for sure this compo was going to start on the 31st. Sorry guys, but it looks like I won't be working on anything Chamber (or Platform School) related for the next two weeks. Gotta get cracking!

  • Confirmed... I can't flip or mirror sprites in Chamber, but I can if I make a new .cap

  • Yeah, the Text object can pretty much do everything the Counter object can, only it can also display text.

    Trigger Once means that the the event will only trigger one time while the rest of the conditions in the event are true. For example:

    +Control "Move Left" is down
    +Trigger Once
       -sprite: Set direction to 180
       -sprite: Set animation to "walking"
    [/code:3iesc8lj]
    
    That will set the direction and walking animation only [i]one time[/i] during the entire time the left key is held down.  That means you aren't setting the animation to "walking" over and over again every tick.  By the way this is just an example and not necessarily how you should actually do your animation .
    
    And I'm currently working on a series of platformer tutorials and part of the tutorial is how to do animations.  (No, I haven't abandoned it, I've just been busy with Chamber )