deadeye's Forum Posts

  • I think though, that it should work both ways in construct, so if a ball with no bouncing lands on a floor with bouncyness, the ball still bounces.

    Good point, the bounciness should be averaged between the two colliding objects. I didn't even think of that.

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  • When the "detect physics collisions" feature is added (it's on Ash's to-do list) it'll be pretty easy to restrict bounciness for any physics object. Until then, I'd wait patiently.

    Though I agree that a setting for this would be cool. Some kind of "Kinetic absorption" setting, where 0 would equal "absorb no force on impact" for super-bouncy objects, a setting of 50 would be medium bounciness for things like wood or rocks, and a setting of 100 wouldn't bounce at all on impact and basically stick to the ground (or wall/ceiling, in a zero gravity environment), like if you dropped a ball of clay.

  • No, it's not. <img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" />

    I was asking Vrav what the name of the project he was working on was...

  • <img src="http://xs123.xs.to/xs123/08032/xy241.jpg">

    (Now here's where I get a reply saying "No, no, I meant this" because the question was too ambiguous to decipher correctly.)

  • I've recently started teaching myself Python in anticipation of the upcoming Python support for Construct. I figured if I'm going to be any sort of Construct "power user" I should probably know my way around all the features it has to offer.

    So far I'm liking what I've seen of Python. It seems to be a good language for beginning programmers.

    Just curious if there's anyone else here who's decided to pick up Python for he same reason...

  • Right now I'm working on an engine for games similar to Flashback, Blackthorne, and (the original) Prince of Persia. As soon as I have it finished I'll be making some documentation for it and releasing it publicly.

    I hope to not only use the engine to make my own Flashback-style games, but hopefully other people will pick it up as well. Flashback is one of my most favorite games of all time, and there definitely needs to be more games like it.

  • One particularly disappointing example is, when a team of teenage dreamers were making their epic RPG and I was drawing/modeling some stuff for it, they went and recruited anyone and everyone regardless of skill level, as though they (the core developers) had no discerning eye at all. It rather disappointed me to find that, despite all the frontal semi-professionalism, the founders of the project knew approximately nothing about games and game development at all. The design document had a massive fantasy world described, but was vague on play and content issues; a strong starting plan and direction being so important, I couldn't help but feel it was a lost cause to try righting.

    Did the name of this project happen to be "The Zybourne Clock?" If so, I feel your pain. I offered to draw some sprites for them but they never even decided on what the characters should look like.

    What I find particularly funny is that the one person on the project with any real game making skill (Arthur Lee, who's making The Underside right now) was kicked off the team for criticizing their organizational skills.

  • Pixel shader 2.0 <img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" />

    Argh, I know...

    I really REALLY need to get a new graphics card <img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" />

  • Yeah, i understand what you mean. <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" />

    Yikes, I hope I didn't offend you. I didn't mean to insinuate that you personally didn't know what you were doing, or that you'd never finish your project. I was just expressing my personal opinion on the subject of working with groups in general.

  • some dreamers are willing to make full-time commitments to projects while others aren't but one can never know for sure until the end but that same process, whether completed or not, will help them learn so even if the dreamer is inexperienced, doing just about anything will definitely provide them some experience.

    This is another reason I am hesitant to get into projects with people. I wouldn't want to work with someone who doesn't already have a body of their own work to show. Working with an inexperienced dreamer is a risk. You risk wasting time and effort on something that may never be finished.

    As it stands, I myself am just an inexperienced dreamer. I've never completed a single one of my game projects. I don't even know if I'm capable of completing one, and I won't know until that magical day that I do. Until then I wouldn't expect anyone to want to work with me either.

  • They're right. Physics objects take up a lot more processing power than non-physics objects. You can't just put a gabillion physics objects on the screen and expect it to run smooth.

    So pretty much your three solutions are as already stated.

  • Doesn't phpBB2 have a built in word filter, and features to allow people to disable it in their account settings?

    Could set that up, although it's definitely more pleasing when people don't swear at all (I have a bad habit of it)

    Oh please, a hugging word filter? Go hug yourself, dude.

    (Just kidding <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" />)

  • I think a lot of indie developers work alone because they want complete control over their projects. If they're like me, they've had problems with the whole design-by-committee model. Too many cooks spoiling the soup and such. Not to mention people want to make their own ideas come to life, not necessarily someone else's.

    If I found a project I was seriously interested in, and I didn't already have projects of my own brewing, I might consider working with a small group of people who have well-defined roles. This would mean that a sprite maker is a sprite maker, a coder is a coder, a music person makes music, and they don't try to interfere with each other too much. All the team efforts I've ever been a part of were total chaos with people trying to take on ten different roles at once, and no one could agree on anything.

    Regardless, I do have projects of my own going right now, and it's hard enough to find the time for those, let alone a collaborative endeavor. Good luck finding people, though.

  • I don't think MMF has ever been associated with speed <img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink">. Chipmunk seems pretty fast.

    If a certain implementation of chipmunk sucks then that's not really chipmunk's fault, the demo videos looked pretty good.

    Okay, you've convinced me. I see now where the fault truly lies <img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink">

  • I believe that Newton Game Dynamics aims for accuracy over speed. Perhaps something like Chipmunk or Box2D, which are built for 2D and speed?

    I really wish I knew C++ so I could help out with Construct <img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad"> . The amount of features your adding must make you crazy busy.

    From what I've seen of Chipmunk (MMF uses it), I'd rather stick with what we have now. The only thing Chipmunk has over Construct's physics engine is a couple dirrent joint types and the ability to do per-pixel collisions. Otherwise it seems to run like crap (at least in MMF... if it ran as smooth as the videos on the Chipmunk page show that would be a different story).

    Check out this thread at TIGSource where Noyb and I post prototypes of his game concept, except he makes his idea in MMF2 and I tried it out in Construct. IMO Construct kicks MMF2's ass in the physics department. Everything else I've seen with MMF's Chipmunk physics is slow as hell, too.