deadeye's Forum Posts

  • I have difficulties in making animation.Is there any free lessons available here?Thanks.

    Ooh, you almost had me there, spammer. Clever. I was just about to post a serious response...

    But now you are banned, and your spammy sig is removed.

  • I tend to dislike games that mix the pixel-art with another artstyle (in COIN the background is probably vector, and the water not pixel too), but the colors are cohesive and the contrast is great.

    There's a reason for that... in the first half of this TIGS competition, artists made only game assets like sprites and backgrounds and music and such. The second half of the competition was for game programmers to then pick and choose out of all of those assets and make a game out of them. The rule was that you couldn't change the assets at all, you had to use them as is. There's a lot of mixed art styles in the compo entries

    Downloading now...

    Edit:

    Nice . I just played through to the boss, but I got game over. It's strange how challenging a game can be with just two kinds of enemies and a couple of pits. Whenever I'm designing a game I'm always thinking "well, I have to have several kinds of enemies or players will get bored," but it's not really true... you use the two you have really well. The level design is really good, I think that has a lot to do with it. And you did a nice job incorporating different assets... it feels pretty complete.

    I did have an issue with the tree branch platforms, though. I could never tell where they ended so I fell a lot. And I came across a weird bug once where a coin wouldn't disappear no matter what... I ran over it several times and it just stayed there on the screen, but it appeared to be a one-time deal. My only other real complaint is that the game closes when you lose your last life... a Game Over screen and the option to continue would have been nice. Oh, and the boss should have had a pattern to his fireballs instead of them being random.

    Anyway, it's really nice work . I've only played a few entries so far but you have my vote for sure.

  • bumpmapping for the blind.

    This should be a feature!

    Hey, David....

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  • For folks interested in the theory behind this, here's a link:

    http://forums.tigsource.com/index.php?topic=9859.0

    When I saw this thread at TIGS I thought I would make a level editor tutorial out of it, but not ten minutes later Towerfiend aka ShakeKirby asked for help on this very topic in chat so here it is I guess.

    I still might make a proper tut out of it, unless SK wants to...?

  • I realise, but I could have sworn I read that always was set up to use time delta. Maybe I'm thinking of "x milliseconds". Who knows.

    Nope. It even says "every tick" after the Always condition.

    Milliseconds don't technically use timedelta either, they use real time. Timedelta is just a way to find the real time between ticks.

  • Wow, microsoft can't even be bothered to bundle the newest version of the older versions of DX?

    They're not exactly know for legacy support.

  • Construct!

    Lesson 1: save every 5 minutes, under a new filename.

    The best lesson ever, please post this in the tutorial forum.

  • Daaayumm, Ash... I think they heard you all the way in Redmond

    I guess that settles that.

  • Yeah, it uses 99.72. You might as well switch, it's pretty stable. And you won't have to worry about not being able to open someone else's .cap any more.

    Anyway, it's pretty much the same settings as ansme's .cap, I just changed a couple and deleted his events:

    <img src="http://i48.tinypic.com/2zgw3dg.png">

    You're going to have to play with the settings on your own to find out what's right for you.

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  • Wow, congratulations man

  • lol wat? Graphic Gale for example.

    Or Photoshop or GiMP or MSPaint or... Construct . You can draw right in the sprite image editor if you want.

    I use Photoshop though.

  • Not sure you'll get their with the platform attributes, though I could be wrong...

    Yes, you are wrong:

    http://dl.dropbox.com/u/529356/sustain.cap

    Just set the Jump Sustain Time and Jump Sustain Gravity options. I don't see the confusion, they are clearly labeled .

    Anyway, in this .cap if you hold the button it will jump twice as high as if you tap the button. And this .cap uses no events. You just have to play around with the settings to get something that feels right to you.

  • I'm not a programmer and even I know that's quite an exaggeration.

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