deadeye's Forum Posts

  • How does it work? I've been experimenting with sound and I don't quite understand the decibel level settings. I set the volume to 0 and I can still hear the sound

    I had to set my volume to -100 to mute it, but that seems a little strange. What exactly is the range for the volume on this thing?

  • I tracked this old post of mine down, it seems somewhat relevant now...

    Would it be possible to make a new 3D Sprite object? It would function the same as a 3D Box, but it would have only one face. Instead of texture properties it could use the animator bar the way a sprite does. Since it would have a z property it would render correctly in relation to other 3D Boxes or sprites, but it would otherwise behave like a regular sprite.

    With this you could easily make a full Wolfenstein clone with this demo. This post is from a year ago... perhaps it's time has come?

  • Ah yes indeed. One big BG it is. I wonder if the problem goes away if it's made of lots of BG objects? Probably will... but I don't know if I could be arsed with that :/

    Nope.

    But if you are just using one large BG tile then the problem goes away of your texture is a power of 8. Like, if it were 128x128 or 256x256 then it would be okay for that purpose. But tiles that are separated would still have that problem, as I showed in the example above.

  • Aw, no short hair

    Naw jk, it looks pretty damn good

    I vote yes to the pigtails. And she needs knee-high boots, of course.

  • Nah it's smallish tiles... I think 256x256 or something, but it only does it vertically not horizontally.

    The texture might be but that is one single BG Tile object, that's all I meant.

  • Eh, it was just a mockup I photoshopped really quick. Some white rectangles on the front face set to overlay and like 40ish percent layer transparency, just to differentiate the front faces from the top faces.

    Also, THAT'S A LOTTA SPRITES

  • I get this problem on my ding dong

    Chamber especially does it really bad for me. Even inside a large tile on it's own you can see the split between the texture separating:

    <img src="http://i34.tinypic.com/2iryhz.png">

    And that large gray area is all one bg tile, it's not even split up into separate tiles :/

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  • Awesome, you finally got it working

    I played around with it a little, it seems to be pretty solid, other than the tower glitch you mentioned. Just one thing though, now that the level is more complicated it's harder to discern where the blocks actually are. Maybe you could do some different lighting on them to help readability? Something like this maybe:

    <img src="http://i37.tinypic.com/280jfw7.jpg">

    Just a thought. Orthographic views can be kind of confusing sometimes.

  • It's a math system expression.

  • Whoa, that's insanely cool. I wouldn't be all that hard to make this into a real game...

  • That's slick

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  • It does for me :/

  • No problem, glad you got it all sorted out

    Putting the black bars on the top layer with no scrolling is a nice touch (though your bottom bar on the 800x600 version needs a little adjustment )

  • How about doing the same for a 16:10 monitor? (1440x900)

    Could you please add that to the .cap?

    I have faith that you could figure out how to do it

    Give it a try at least. Everything you need to know is right there in the .cap. It's just a matter of working out the math and fiddling around with things until it works right. The math is pretty simple, even for me (I totally **** at math).