deadeye's Forum Posts

  • > As for the camera, here's a hint: It's actually following an invisible object

    >

    Yeah I figured...

    I made a nice smooth camera using the RTS behavior.

    Ah, I see. I didn't use a behavior. I did it with this:

    +Distance (scroller.x, scroller.y, PlatformMover.ImagePointX("scroll"),
     PlatformMover.ImagePointY("scroll")) Greater than 1
       -scroller: Set X to scroller.x - (((scroller.x) - 
        (PlatformMover.ImagePointX("scroll")))/8)
       -scroller: Set Y to scroller.y - (((scroller.y) -
        (PlatformMover.ImagePointY("scroll")))/8)
    [/code:34n53qva]
    
    This makes the scroller scroll towards the target by 1/8 of the distance each tick.  There's two image points on the platforming object, one above, and one below.  I just change the target the scroller scrolls to depending on whether or not you have the down key down (when going towards the lower target it actually moves 1/12 the distance, unless you're falling, then it's 1/8).
  • Weird visual error with tiles shifting by 1 pixel causes gaps. I'm pretty certain that is a Construct issue though, right?

    Yes and no. The large gray bg tile in Chamber can be fixed by making the texture a power of 2. I just didn't bother. (I'm not really concerned about graphics right now, and most of them are likely to change.)

    But there is another, as yet unknown reason why bg tiles shift around and cause gaps (if this happens on your computer you might notice the "sidewalk" looking tiles jumping around), and yeah it's been reported, and I pray to the almighty Construct Gods that it's fixed soon

    The game is taking shape really nicely.

    I had problems will the wall jump, though. I could never do it.

    By the way, how did you get the camera to move up and down so smoothly?

    To wall jump, just press the opposite direction while you're wall sliding. Once you start your jump, let go of the key you were holding to slide. That's what I mean by "rock the keys back and forth." You don't ever have to let go of the jump button.

    Oh, I also fixed the wall jump bug where you can just jump straight up one wall. You have to alternate walls now (or at least jump away from the wall and back to it, you can't just slide up the wall ).

    As for the camera, here's a hint: It's actually following an invisible object

  • Oh, I misread the post too. I thought it said "fill a color with transparency" but it says "fill or color with transparency."

    Well, I guess if you want to "color with transparency" you could use the eraser . It has the same settings as the brush.

  • Just select the part you want to be transparent and delete it.

    This.

    There's a tool called "Color Select" that selects all of one color. Use that and hit "delete."

  • come on u think im that dumb? lol i click it and then click the Download This File link and nothing happens, not sure why

    Sorry man, I didn't mean anything, it's just that it downloads fine for me . Anyway, I added a second host, go ahead and try that one.

    This one is a direct download -> http://willhostforfood.com/files3/82053 ... r_0.89.exe

  • that download link aint working for me Deadeye

    It's a Fileshack link. You can't just right-click/save-as. Click the link and download it from the Fileshack page.

  • Deadeye is going to work on it soon to improve it... I think he has taken it on as a personal challenge xD

    Mission accomplished!

    (Direct) Download -> Chamber v0.89 (willhostforfood)

    (Not a direct) Download -> Chamber v0.89 (fileshack)

    What's new in this version:

    • Smoother scrolling system - no more "pop" when doing a handplant
    • New "Look" controls: press Down at any time to look down
    • New lava/fire animation system
    • Completely revamped walljump
    • New blood particles (they'll probably be changing again soon )
    • The game now defaults to 800x600 to start instead of 1024x768 (you can still change it in Options)
    • A bunch of behind the scenes stuff that you probably won't notice at all including little tweaks and bugfixes and other crap

    The wall jump is pretty easy (I think). Just keep Jump held down, and rock the Left/Right arrow keys back and forth. The nameless chick can only perform a wall jump if she's sliding, so if you keep missing your jumps then just slow down. Seriously, it should be pretty easy though. Oh, and you can now walljump off of (almost) any wall.

    What's yet to come:

    • More traps
    • Damage/death system
    • An "adrenaline" system where constant movement builds up a power meter, and when the meter maxes out you get temporary invulnerability/bullet time style movement
    • A dynamic music system where the intensity of the music ramps up as the adrenaline gauge fills (music courtesy of Drasa )
    • 100% custom sprites (courtesy of Sol )
    • A name and backstory for the nameless chick (well, maybe)

    Preliminary tests on the dynamic music situation have been promising. The music will be split into separate tracks that all play simultaneously (to keep sync) but will be muted/unmuted as needed. Drasa has been hard at work composing a new song for this system.

    Feedback is more than welcome! Let us know of any bugs/weirdness/issues you have with the game.

  • I tried...

    [quote:1lz5jnsk]It was not possible to determine the dimensions of the image.

    Also, make me a skinnier one and I'll love you forever. The width is nice, but it's too tall. Something in the 30px high range. I post more than anyone else here (i.e. I'm a dirty spambot), and as cool as that sig is do you guys really want to see that huge image all the time?

  • LOL Australia's internet ***** *loads 1mb images all day, is cool*

  • perspective rendering (<--As far as I know, construct renders things with an isometric (no perspective) camera.)

    Actually the 3D box object does render in perspective. If it were orthographic (I believe that's the word you're looking for), you wouldn't see the sides of the box angling away towards a vanishing point, there wouldn't be any foreshortening, and no depth cues except Z layering.

    And yes, I think you've underestimated the tasks you've listed. The ability to load and render models with animation itself is a pretty tall order, let alone 3D collisions and whatnot. Hell, the 3D box doesn't even do 3D collisions. dfyb has a more realistic approach to the situation, and making 2.5D games like how he's suggesting is a much more realistic goal.

    And even if you only had the ability to load an animated mesh, you could still fake real 3D with events anyway. Take a look at David's Wolfenstein demo... already it's on it's way to becoming a real FPS. I'm sure some clever person (Glamthaus ) will pop in there any second and show everyone how to make it mouse-look up and down, and after that how to move in the Y world axis. Arcticus has a pretty clever system for vertical movement with his orthographic game already, with some tweaking it could be adopted to render the world appropriately.

  • So do I get two sigs, or just one really big one?

  • For some reason I thought you were Aboriginal lol! Lovely photo btw

    Yeah I can see how you might think that from the first photo Sol posted

  • Awesome, thanks Ashley

  • set volume to 100 its too big

    Uh, no.

    I tried 50 and nearly blew my speakers out, thanks.

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  • Oh its like "Add to private variable"

    Yeah I thought so after messing with it a bit, but a "Set channel volume to 10" action that's repeated over and over doesn't make it any louder.

    http://www.fileshack.us/get_file.php?id ... meTest.cap