dfyb's Forum Posts

  • > i found a way to break the ledgegrab to where it stops working. keep holding shift after landing completely (you'll bunny hop) -- after doing this, you'll never be able to handplant again unless you exit and restart the .exe. pressing R wouldn't fix it (are you restarting the layout or just respawning/relocating player?).

    >

    I am restarting the layout when you press R.

    I cannot reproduce the bug... maybe the easy solution is to disable bunny hop for the character. I will do this for the next build and see if the problem goes away for you.

    ~Sol

    well see my edit. keep holding shift, from the jump until the handplant animation is done and it should break it. are you using global values? perhaps a global value is carrying over even when you restart the layout.

  • i found a way to break the ledgegrab to where it stops working. keep holding shift after landing completely (you'll bunny hop) -- after doing this, you'll never be able to handplant again unless you exit and restart the .exe. pressing R wouldn't fix it (are you restarting the layout or just respawning/relocating player?).

    edit: actually, just keep holding shift until the handplant animation is done. that'll do it.

  • It's slightly more than "recoloured" for starters, more like heavily modified... for instance, completely redesigning the legs, and gourad shading the entire sprite by hand. It's quite known that a method of mine (as well as others) is to use existing charater sheets for an animation template. I'm a good artist, but not a great animator... but whatever.

    yeah that's why i said "most" is recolored because i noticed the difference in the legs. using a sprite sheet as a template is a great idea, as it's a great way to get skeletal references for animation that you would then draw over with your own character. but you're just editing a sprite.

    <img src="http://upload.dfyb.net/uploaded/sprite_compare2.gif">

    nothing wrong with doing that, but i think credit is due. i'm not attacking your artistic ability or anything.

    Anyway, I have made some good progress on the engine tonight over a few too many drinks. Here is a link for those of you who want to check it out and give some feedback. I know certain things aren't working right, like the crouching animation... but anything else you find that's "weird" (regarding play mechanics) please let me know.

    http://www.fileden.com/files/2007/8/21/ ... e-v0.8.exe

    *EDIT*

    Controls:

    Arrow keys to move

    SHIFT to jump

    SHIFT (again) to grab ledge and flip up

    R to restart frame (test control only)

    ~Sol

    i noticed you can just keep holding shift and grab the ledge -- not sure if it's intended, but i like it. and i'd increase floor deceleration or create an animation for slowing down -- right now she slides some.

    i don't mind the transition between flipping up and becoming upright, but perhaps consider speeding up that animation so there's not such a long pause.

  • in a tech demo i did for a class, i tried allowing zoom out to see more of the field. but it would make my particles dissappear.

  • when tracing sprites, at least give credit where it's due

    most of your character is just a recolored version of Angel from KOF.

    <img src="http://upload.dfyb.net/uploaded/angelrun.gif">

    <img src="http://upload.dfyb.net/uploaded/angel-lowjab.gif">

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  • just got accepted into the beta and i'm downloading it now

    anyone else?

  • > nope

    >

    > if they are in order, it'll run through them all at once. to get it to work, you need to reverse their order.

    >

    You didn't do it for each, you took what I said literally as "X = Y" then "X = Z"

    No matter though, he's got it!

    can you post a quick example .cap (or screenshot)? not sure what you're saying should be different.

  • lol, BAM 3 solutions ...

    : Not if you do it for each X = Y

    I just tried it.

    Which is what I meant.

    http://upload.dfyb.net/uploaded/numbers.cap

    nope

    if they are in order, it'll run through them all at once. to get it to work, you need to reverse their order.

  • <img src="http://upload.dfyb.net/uploaded/construct_bug01.PNG">

    can use something like this. as it is in that image, it doesn't work -- the conditional one still needs to be ABOVE the non-conditional. i thought this was a bug but changing the order fixed it.

    later tonight i can give you a cap and better explanation -- i already had that image hosted, so it was convenient.

    + Enter is pressed
    + X = "2"
    - Set X to "3"[/code:23ydkpqt]
    
    Use this if you don't want to just add like Ashley suggested.
    

    just keep in mind that if you have

    + Enter is pressed

    • Set X to "2"

    infront of that event, it'll still go straight through them in one key press.

    you need:

    + Enter is pressed
    + X = "2"
    [ul]
    	[li]Set X to "3"[/li]
    [/ul]
    + Enter is pressed
    [ul]
    	[li]Set X to "2"[/code:23ydkpqt][/li]
    [/ul]
  • But is it a good language to learn to make games?

    if you want to make simple games to be played in a web browser, sure.

  • thanks for sharing

  • i'm not trying to rain on your parade or anything -- this is simply an issue i was dealing with myself when trying to make a custom shader, and was curious about a more experienced insight. your shader is still useful and a good example that will probably help me in trying to make my own custom shaders.

    Well I was only able to use the existing offset commands, I don't know what restrictions are there. I'm looking at it right now however.

    To make sure I understand you, is it always 32 pixels? I ask because from trying it out myself it seemed to work right with the exception of the shrinking.

    unless i stretch the image in the layout editor, yes. i'll grab a screenshot. i'm noticing a difference in what's displayed on the layout editor and runtime, also -- so perhaps there's a bug afoot (my hardware is modern and up to date).

    edit: <img src="http://upload.dfyb.net/uploaded/32pixels_sadface.png">

    shown here is 124,124 offset. the darker green square is 32,32

  • well it cuts off at 32 pixels and doesn't maintain proper shape if set to a big enough offset (and yeah, i set offx=offy). i notice it's 32 pixels relative to source texture, because stretching the sprite in the layout editor will stretch the dropshadow.

  • awesome

    edit: a question also for the devs: is there some inherent limit preventing it from working at larger offsets? i've only poked around with making custom shaders, and i see a documented minimum 32 pixels when using border mode, but it seems to be the maximum (relative to source texture size)? will it ever be possible for these shader effects to, for example, grab or project something 200 or so pixels offset?

  • >

    > > runs fine for me

    > >

    >

    > Well fine then mr. fancy computer pants

    >

    Computer... pants.... that would be freakin' AWESOME! I guess you would unzip the front to access the hard drive? Hmmm, it better come preinstalled with WinZip or something then... otherwise you'd be in trouble when you had to defrag.

    ~Sol

    <img src="http://www.ohgizmo.com/wp-content/uploads/2008/04/keyboard-pants.jpg">

    one step closer