deadeye's Forum Posts

  • Oh and yeah the cog in psd format would be awesome....my attempt to make a cog was an epic fail I think i like made a circular selection and moved it around lol. I've since learnt better techniques for cogs but am too lazy to fix it

    Here you go (PSD with paths). Perfectly symmetrical.

  • Any major problems you guys found?

    You can see asteroids spawning in the middle of the screen every once in a while.

    Might I also suggest (along with switching to the other ctrl key) you make the asteroids take one or two more blaster shots? As it is there's little reason to use the missiles. The blaster only takes a couple hits and is easier to aim and quicker to kill with.

    Maybe also make the missiles heat-seeking (or I guess "asteroid seeking" since asteroids don't give off heat ).

  • It's What the Font

  • I know what font it is, because I am the master of fonts...

    The standard logo on the website banner (If you use Czar Orange anyway) is Trebuchet MS

    That much I know, I used it to make the Czar Green theme

    Anyway, it looks like it's a modified version of Century Gothic:

    <img src="http://i35.tinypic.com/15eu7m8.png">

    MYSTERY SOLVED

  • 1 - What is art?

    I don't mean to be a stick in the mud, but this is a fruitless discussion. There are as many answers to this question as there are works of art.

    As for my personal take on games as art: First and foremost you should concentrate on games as games. A game should be fun. Any art, message, or feeling you want to convey comes second. It's a limitation of the medium. Just as you can't sculpt with watercolors, and you can't paint with marble. If you make a game that's not fun, or isn't really a game (i.e., it's just an "interactive experience"), then you've failed at making a game, and any message you intend runs the risk of being lost.

    I think the idea of games as art is nice, but in reality I've never seen any gameplay mechanic that was integral to delivering the artistic message. Yes, I thought Shadow of the Colossus was moving, but it was the imagery, the music, and most of all the story that moved me. But those are simply art elements that are incorporated into the game. They are secondary characteristics of the game as a whole (or, if you like, the game is a secondary characteristic to the story). The gameplay itself was similar to many other games that I've played, but I had no such reaction to those games.

    So, can a game be art? As a whole, yes. But unless you are terribly clever, a game mechanic on it's own isn't likely to be art. If you were to remove the music, imagery, and story from SotC and recreate the gameplay with simple colored blocks it would lose all meaning, or at the very least take on a different meaning. Games are dependent on other forms of art to make them art. Games are the canvas on which you create your art, not the art itself.

    Also, on an unrelated note, you seem to suffer from "wrong-forum-itis." This thread belongs in Open Topic, and your other thread belongs in Help/Tech . Just sayin'.

  • Here's a screenshot of an animated shader effect I was playing with. Maybe it fits the bill?

    <img src="http://www.scirra.com/images/scirraswirl.png">

    What's the name of the font you used?

  • Sweet animations! Could you post a non ps2,0 version? I know i'm the only one left on the forums without ps, but i'm really excited about this!

    Check your PM's

  • i've been dragging up and i've found that my change doesn't stick. i can drag the second layout up to the top and it acts as intended -- it's listed first (though it still loads the engine layout when testing it). but if i save and restart construct, it's back to its original order. i've also tried adjusting the order of the event sheets, but they seem to have no effect. i'm on a vista machine right now -- i'll test at home later today to see if i get the same problem.

    Strange. If you do it with a new .cap does it do the same thing?

    (Also, why does SourceForge keep logging me out? I check "remember me" every time I log in but it never does Argh! /rant)

  • Hmm, I just ran a little test on this and I found a weird bug.

    Dragging the second layout up and putting it at the top seems to work fine. It will then load that layout first.

    But dragging the top layout down below another layout won't affect the loading order. It only registers the change if you drag a lower layout into the top slot.

    Edit: submitting to tracker

  • Unmute doesn't appear to be working for me:

    http://willhostforfood.com/files3/725943/unmute.cap

    Click to mute, right-click to (not) unmute.

    But the good news is the temp.exe no longer crashes on exit

  • I think he just left the plasma object in there by accident

    Nice example of rotating a thing around another thing though.

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  • Interesting concept. The first five levels were cake, but when I got to six I the difficulty jumped up about a thousand percent

    I'm assuming you plan on ramping up the "tempo" as the game progresses?

  • Thanks for looking into this Ashley. I'm highly anticipating this fix.

    Hmm, this has been reported a lot lately

    I think it's just because more and more people have stopped messing around with Construct, and are starting to actually make games. Which is awesome

  • I just wanted to wish you luck on this Glamthaus. Thanks for taking this on

  • I start downloading Chamber and it gets to 15% and just freezes

    I'm sorry man, I really don't know what's up with that. I could try exporting a new .exe and uploading to a new host I guess. Or maybe Sol could. Speaking of Sol, where is he?

    1) I think she slides too much before she comes to a complete stop. You need to stop quickly to avoid falling into the lava pit or running into blades so its frustrating to slide everywhere

    2) I had problems with the wall jump also. I think mostly because its counter intuitive to have to hold jump when on a wall, but press jump when i'm on the ground.

    3) Im sure this will be fixed up, but the perspective feels weird on the ground. It looks very flat and 2d. Maybe some shadowing or proper ground tiles will fix that up.

    I agree with the sliding, actually. I've just been playing with this engine for so long that I was used to it. It's an easy enough fix to tone it down a little.

    And the perspective on the ground tiles is a little strange, but not uncommon in games. They'll be spiced up to give them some more depth though. Like I said, the graphics are likely to change.

    As for the wall jump, it might be weird at first, but does it get easier with a little practice? I had to practice for a second to get the walljump down on your game . Everybody does walljump differently, its something that you have to get used to in every game. Sol and I just thought it would be easier to have to master timing on just two buttons rather than three.

    If you're missing jumps, then when you grab the wall wait a split second until she starts her slide animation, push in the opposite direction, then let go of the wall. I still get impatient and try to jump too early every once in a while

    Oh, and thanks for the feedback