deadeye's Forum Posts

  • Yeah, as Chef says "Canvas and Physics DNA just won't splice."

    Physics has no way to do pixel collisions. Canvas can only do pixel collisions. You'll have to think of some other way to do what you want.

  • New idea for the image editor, specifically for animation of sprites:

    A checkbox labeled "Propogate Changes." When you check this box, all actions you do on one frame will be repeated on all the other frames. For instance, placing the hotspot, flipping x or y, selecting an area of color, erasing the area of color, etc.

    The selecting an area of color I think would be the most difficult part, because an animation will have that color in different places on each frame. But it would be useful for removing the transparency color from the background of sprites imported from a sprite sheet all in one shot.

    Anyway, most tools wouldn't need to have any extra special attention paid to them. A pencil mark on one frame would make the same mark on every frame. It's just tools like the select-area-of-color tool that would need special attention. Crop is another, because some frames the area to trim transparent pixels might be larger than in others.

    This would make the process of importing sprites a whole lot easier, since right now it's like an assembly line of flipx-nextframe-flipx-nextframe-etc, placehotspot-nextframe-placehotspot-nextframe-etc that just bores me to tears and is another reason on the list of why I hate making game art.

  • I say keep it. Anything that adds functionality to the animator is good.

  • I get around 60 at the start. For every five ships I add it drops by 20fps, so at 20 ships it's running at around 20 fps. Which dips to 13-14 if I start flying around.

  • *insert Joke about you guys thinking Ashley was female*

    Hey now, I only made that mistake once when I was a newbie.

    (I'm just glad nobody called me on it )

  • Whoa, this is sweet. I mean, the parallax thing is sweet too, but the UI thing is sweet. I just tested it out with a little "Include event sheet" action and my eyes popped out. You can have a whole other layout running in your layout without the Layout object

    It's like we're getting a new feature in between builds! Keep 'em coming, what else haven't you told us?

  • Wait a 'her'...does that mean we have female users ?

    Don't be silly David, girls can't make games

  • I like it! Instantly reminded me of Aqua Forest for the IPhone.

    That's neat. It looks kinda like Phun.

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  • OH MY SWEET HOLY F%#K, bullets... everywhere... thousands...

    How in the world anyone can enjoy that? Its simply Avoiding => Waiting => Shootin, repeat untill boss is dead.

    It's what's known as a "Bullet Hell" shooter. They're pretty common, especially in the Japanese shmup scene.

    Part of the allure is making pretty patterns of bullets with math. Some of them are quite intricate.

    Personally, I can't stand them But then again, I'm not a big fan of shmups in general. But there's a whole lotta people out there who make and play these so they've got their own little ******** niche.

  • Welcome back Nobu. Is the project you're talking about finishing that one with the diving cat?

    I remember it from Pod's old mascot compo...

  • Deadeye: I cannot imagine how varying framerates and timedelta would cause large variations (ie. a "mile"). That can't be right. Can you reproduce an example where the variation is that significant?

    Well, maybe I was exaggerating a little...

    But yeah, it did miss the jump on one and made it on the other, so the difference was pretty noticeable. It's just something you have to watch for when making a game I guess.

    I'm not sure I could recreate the exact scenario in which it happened, because I have a better graphics card now, but if I run across the problem again in the future I'll let you know.

  • I could be way off, i don't really make pixel precision games, but then again, i've never seen much pixel inconsistancy in my games anyways and i use timedelta all the time

    In one of my very early experiments with platforming (way, way back in the day), the character could easily make a specific jump if the game was full-screen, but missed it by a mile if the game was windowed (or was it the other way around?). I realize now the only difference was the fps had changed.

    The timedelta override would have fixed it. A better graphics card would have fixed it to, but yeah...

  • Considering the fact that my PSP is sitting on a shelf collecting dust, and has been for the past eight months at least, yeah... I guess I'm just not a big fan of handheld gaming. When I'm at home I have consoles and my computer, and when I'm out, I just enjoy being out. Even if it's something like taking the train downtown, I'd rather just look out the window than play a game.

    I think all the fancy gadgets and gizmos are neat, and the techy nerd in me covets them, but in reality if I got a Pandora then after a month it would just sit there doing nothing as well.

    The only gizmo I think I would actually get any use out of is an iPhone, because it's, you know... a phone. Plus it would be kinda neat to learn Unity and make games for it.

  • BROO, did you hear a big *WOOSH* sound at all while typing that post?

    No I'm pretty sure he gets it, especially considering this:

    When Michael gets emotional, he transforms into a tentacle monster

    That would be perfect!

    Michael: I am no ordinary kid.. For if you make me mad.. I don't turn green i don't take pill's. I... I just, transform into a tentacle monster...

  • Aw come on BROO, you don't like gamerguysz idea? (And yes, it's real. No, I'm not kidding.)

    PS - the pupal is the black dot in the center of your eye's