deadeye's Forum Posts

  • Hmm. I've been mulling over how to use a script (not a Python script, more like a movie script) to control AI in NPC's. I'll have to give it some testing.

    If you did get the load-script-from-file thing working, not only could you define the actions of the enemies and such, you could instruct your NPC comrades on which ships to take out. Heck, you could even put what they say into the script. Just be sure to have Slippy say "Ahhhg! I've got one on my tail!" like every ten seconds.

  • No prob.

    When you get your encounter script system set up, please share. I'm curious to know how that would work. (Are you gonna load it from a text file or something?)

  • Raindemo with bumps. Ain't this just delicious.

    Nice

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  • You can make your own ragdolls with Create Hinge in the physics actions.

  • You could use private variables to number them like so:

    http://www.mediafire.com/?fy0uxzykvzy

    The example uses RTS for simplicity's sake, but you don't need to.

  • In multiplayer online games with ranking systems etc, cheating is a lot more problematic because it has the potential to render your game unplayable.

    Ah, you have a good point there. Not being a multiplayer-type person I didn't even think of that.

    And yeah, if you want to make some homebrew protection for your game you could always do some code obfuscation. I don't know how well that would work for something like Construct, but you could give it a try.

  • If someone really wants to cheat at your game, why not just let them? It doesn't hurt anybody.

    Plus for certain things it's kinda fun. After beating Liberty City Stories and playing the hell out of it for a couple months the game just sat and collected dust for a while. I downloaded cwcheat and got another couple months enjoyment out of it, just goofing around. Flying around, making obstacle courses, doing crazy stunts, whatever.

    I don't know, I just think that if someone really wants to go through all the trouble to download a tool to hack your game just to get infinite health or whatever, might as well let them do it. If they're doing it to beat the game, they're not letting anyone down but themselves. Plus, I don't think cheating like that is all that rampant anyway to be worth the trouble of making protection against it. Or is it? I guess I don't really know. Seems harmless enough though.

  • Hmm, this isn't working out as I'd hoped. My original intent was to bring everyone of like gaming habits together on their respective friends lists for online play.

    Ah okay, I'm sorry I messed up your thread. I don't really do the online play thing. Games are mainly about story or personal challenge for me, not fragging some dude I don't even know*. I'm just totally not the competitive type. I don't dig fighting games or racing games for the same reason. I guess you could say I'm not hard-core. Hell, even iSketch pisses me off because people act like idiots.

    *

    (And yes, before I get comments on that I realize that there are plenty of games that have more than just deathmatch.)

  • What, does it look funny or something?

    Edit:

    Just looked at it in IE, I guess it is a little weird looking that way because IE doesn't do .png transparency.

  • But I like Mega Man 2

  • <img src="http://i25.tinypic.com/2ajb4nk.jpg">

  • Xbox Live: Nope

    Wii: I dunno, I'm too lazy to look it up, plus what good are Mii's anyway, I mean really

    OH HEY EINSTEIN IS UP TO BAT HOW CUTE

    --Smash Bros Brawl: Nope

    Playstation Network: Nope

    Valve Steam: Nope

    Others: I have an NES but I don't think it goes online

    Games of choice:

    Mega Man 2 and Castlevania (maybe you can come over and play some time )

  • Okay, how's this for a control scheme:

    WASD for movement

    Up arrow for shoot*

    Left/Right arrows for tilt left/right*

    Down arrow to cycle weapons*

    That way you can have both hands resting in a comfortable, ergonomic position on the keyboard, with all keys within easy reach, and still have separate tilt controls.

    *

    Alternately you could use IJKL or whatever. Just, you know, something where a person's hands can rest naturally. Though I suppose when Construct gets custom controls at runtime it won't make much difference.

  • Okay... After playing it here are my thoughts:

    The graphics are nice and crisp. The subtle left/right scrolling of the starfield when you're moving is pretty slick. The controls are responsive and quick... with one exception. Which leads me to my crit:

    Having the tilt mapped to two different buttons seems a little clunky, especially since the left shift is so close to my WASD keys. It's a little difficult to control movement and tilting and barrel rolling all with my left hand at once. If I could make one suggestion? You could probably get away with just one tilt button. Used contextually, it could make you tilt left if you're moving left, or right if you're moving right. Additionally, if you're not currently moving left or right, it could tilt in the direction you were last moving.

    Just an idea.

    And yeah, I'll go ahead and submit the bug.

  • I can work around this using discrete timers, but I'd rather do things right.

    You might just have to use those timers, at least for now. It looks like you found a bug.

    Here's a small .cap showing the bug in action:

    http://www.mediafire.com/?1kxjwmhxdjm

    Do you want to post it to Source Forge or should I?

    Edit:

    Urgh, you made a new post while I was testing stuff

    To do a barrel roll, double-tap the tilt buttons.

    A BARREL ROLL?!? Okay, downloading now.