dfyb's Forum Posts

  • Nice work mate

    Bit of a jack-of-all-trades really... bit like myself... little bit of this and a little bit of that. Thumbs up!

    ~Sol

    yup. being in college makes it easier -- i'm really enjoying picking up these extra skills. i made some earings recently as part of a metalsmithing class. i think i'll look into taking a print screening class next semester.

    http://dfyb.wordpress.com/2008/10/01/me ... g-earings/

    <img src="http://upload.dfyb.net/uploaded/DSC_8500.jpg">

    Here is a friend of mine wearing them.

  • BTW where do you get sprites as gifs like that ?

    http://ggxlol.highervoltage.net/ <-- tons of guilty gear sprites

    wish i knew of more sites like that for other game series.

    I put the two animations next to each other, the original feels like it has more frames because of the skin revealed on the tighs...it makes the leg in the foreground and the leg in the background more distinguised...

    good observation. i thought the animation looked jumpy, too.

    perhaps he could add a detail on one leg -- a bag, holster, or just a band around it or something.

  • I've yet to see a use of this that didn't look or feel like a gimmick. The cube game is the first thing I think I've ever seen game-wise that I might not get bored of in 10 minutes.

    While I like the idea of adding such a feature, I hope it doesn't come for a while yet (unless someone else outside scirra adds it - Construct is open-source after all.).

    Sounds like a post-1.0 feature.

    Construct already has webcam support, and i've linked to a great computer vision framework that is open source -- integrating this open source framework shouldn't require nearly as much effort as them developing their own implementation on their own.

    the PS3 game Eye of Judgment actually brings legitimate advantages through this technology. computer vision is what makes it possible to use the same cards in local matches against other players, local matches against computer AI opponents, and online matches.

    this technology is largely unexplored for games, but i think there's definitely potential for cool things. what mainly prompted this thread's creation was me playing with the webcam object in Construct and seeing that it is basically useless -- you cannot manipulate or utilize the video input in any way... it is just there. and this computer vision stuff is open source -- if i knew my way around c++, i'd try to do it myself. sure, it's not something that should be a top priority, but i think it should be a priority. it would not only expand on the types of games and applications construct can make, but it would expand the potential audience of construct. there is a lot of value in an intuitive development environment that can utilize a wide variety of inputs.

    edit: there's even a python client using the open source framework --

    http://code.google.com/p/pytuio/

  • pretty neat.

    and..

    going to guess one event.

  • *writing that bug report submission now*

    edit: http://sourceforge.net/tracker/index.ph ... id=1003219

  • That's weird...

    Post your cap.

    did it work for you...? or did you not try?

    here's a cap and .exe anyway. it's the same whether i change direction at runtime or if i set it as part of the platform object's behavior.

    http://upload.dfyb.net/uploaded/gravity ... on_bug.zip

  • >

    > >

    > >

    > > Yeah I am using some values for different animation states. Perhaps I need to create more "resets" for the base values. I can't seem to repoduce the bug you are talking about, but I have disabled bunny hop and overall it's a better feel anyway. I meant to take that off before but I forgot lol. I'm gonna crash out for now though, it's after 3am... will check tomorrow when I'm more awake and sober. Cheers again for testing this out. I want the movement eingine to be solid before I start making levels and stuff.

    > >

    > > ~Sol

    > >

    > you could also use private values instead. i use private values for gameplay stuff regarding the player character (jumps and special moves or whatever).

    >

    That's what I am using. I think I need to make a "reset event" then call that event after certain actions are performed.

    ~Sol

    weird... because i created a test app that tests whether or not private values are reset when layout is restarted (change layout to itself). global values aren't reset but private values are reset.

  • my character just freezes in place. down and right seem to work fine.

  • Essentially, computer vision is the ability to recieve video input and be able to recognize and distinguish different shapes.

    an open source framework is available here: http://reactable.iua.upf.edu/?software

    a demonstration of it can be watched here:

    Subscribe to Construct videos now

    example applications:

    http://julianoliver.com/levelhead

    <img src="http://upload.dfyb.net/uploaded/levelheadpic.jpg">

    Eye of Judgment (PS3):

    <img src="http://www.eyeofjudgmentcards.com/closeupfour.jpg">

    facetracking installation:

    Subscribe to Construct videos now

    I think my new media professor and classmates would be much more interested in Construct if it offered computer vision capabilities. It would allow a wider audience, but also a wider variety in the games you could make. Coupled with Construct's current abilities, comprehensive computer vision input and analysis would open up the doors to tons of possibilities.

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  • http://dfyb.wordpress.com/2008/09/30/missles-tech-demo/

    [quote:1vtj5g3n]<img src="http://upload.dfyb.net/uploaded/missles_techdemo_ss.jpg">

    Using Construct, I've made a few different small tech demos just to prototype different potential gameplay elements. This one was created to prototype homing missles that could explode in clusters through a chain reaction. It was expanded to prototype different options on the fly and some very basic distortion. Most of the graphics are photos of classmates that were posted on the class forum -- a more entertaining option than simple game graphics and it got a few laughs during the presentation.

    You can download it here.

    [quote:1vtj5g3n]hold space to fire missles

    press z to set it to explosion particles

    press x to set it to distortion

    press c to enable max's defense system

    If there is more than one request for it, I wouldn't mind going through and commenting my .cap file and releasing it. The stuff here is pretty simple though.

  • Am I right in saying that this only happens on the boundary between Tiled Background and Sprites (or other objects)? It doesn't look like the tiled background is breaking up inside of itself, just the borders. I will try and fix this ASAP.

    i can't easily check because that code is long gone, but i was indeed using many tiled background objects so that could definitely be related. my problem was a bit different than the OP though.

  • i was trying to work out a bug in my game and am now convinced it's related to this problem and even my implementation of a fix. so i'll be trying to utilize 'ELSE', as described by ashley -- i'll report back if it helped or not.

    this behavior might not be a bug, but it's looking like a slippery slope to avoid -- and there's no real way of knowning to avoid it coming in.

    edit: well, my problem doesn't seem to be related to this (i couldn't fix it, and i forgot i'd already done a more direct way of troubleshooting my bug...), so i'll probably create a new thread later. but i did find the beauty of sub-events

  • seems like a bug to me. seems like "always" includes a tick before the "start of layout" has it's tick.

  • Yeah I am using some values for different animation states. Perhaps I need to create more "resets" for the base values. I can't seem to repoduce the bug you are talking about, but I have disabled bunny hop and overall it's a better feel anyway. I meant to take that off before but I forgot lol. I'm gonna crash out for now though, it's after 3am... will check tomorrow when I'm more awake and sober. Cheers again for testing this out. I want the movement eingine to be solid before I start making levels and stuff.

    ~Sol

    you could also use private values instead. i use private values for gameplay stuff regarding the player character (jumps and special moves or whatever).

  • oh yeah something else thats a bit important, while running toward an edge if I hold shift at the right time she will do the handplant and come back up. its kinda funny

    so instead of jumping, she'll handplant on the ledge she was already on? i haven't been able to reproduce this yet.