dfyb's Forum Posts

  • i didn't even know there was a seperate drop shadow object

    edit: i poked around in the blur effects. their current implementation isn't really built in an easily scalable way.

  • Click to drop a ball into the bucket... it stalls like crazy and this is only 400 objects.

    http://www.fileshack.us/get_file.php?id ... =water.cap

    runs fine for me

  • I'm still not very happy with them about the past frivilous legal threats they made against us.

    on what basis were those thrown at you guys?

  • jump sustain doesn't work for the second jump

    can compensate by temporarily boosting jump strength, but it's still not ideal (don't have that level of height control over both jumps).

  • The number pad will line up the hotspots for you. 7 to put it top-left, 5 to center it, 6 for middle-right, etc.

    ah cool -- i noticed it had similar controls when importing animation, yet it was absent from the picture editor... nice to know there's keys for it.

  • is there a way to type in the coords of the hot spot? having to line them up manually is a pain..

  • i've had the physics crash a few times, too. if you end up with too many particles applying force toward one another, they'll eventually cave in and you get an error.

  • http://upload.dfyb.net/uploaded/gravity_edit2.cap

    here's a modified version of link's. it consolodates the differences in distance into a single action (i also enlarged the window).

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

  • more info on most of these can be found on my artblog, at http://blog.dfyb.net

    3D game (models, environment, textures):

    <img src="http://dfyb.net/blog/tt/playerpathsT.jpg">

    2D game (all art):

    <img src="http://dfyb.net/shiningstorm6.JPG">

    photography:

    <img src="http://upload.dfyb.net/uploaded/dfyb_roppongi_6_T.jpg">

    <img src="http://upload.dfyb.net/uploaded/dfyb_tokyo_1_T.jpg">

    <img src="http://upload.dfyb.net/uploaded/dfyb_kyoto_1_T.jpg">

    <img src="http://upload.dfyb.net/uploaded/dfyb_roppongi_5_T.jpg">

    <img src="http://dfyb.net/blog/carnival1.jpg">

    counter-strike: source level design (stock textures):

    <img src="http://dfyb.net/blog/de_collateralbeta4.jpg">

    <img src="http://dfyb.net/blog/de_collateralbeta1.jpg">

    <img src="http://dfyb.net/blog/de_collateralbeta3.jpg">

    counter-strike level design (stock textures):

    <img src="http://dfyb.net/resources/fy_teleshotty_splash.jpg">

    interactive pieces:

    <img src="http://dfyb.net/blog/digital_windchime.jpg">

    <img src="http://dfyb.net/blog/nomad2.jpg">

    figure drawing

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

    3D (lightwave and maya):

    <img src="http://dfyb.net/resources/car_thumb.jpg">

    <img src="http://dfyb.net/resources/waterfountain_v1_thumb.jpg">

    <img src="http://dfyb.net/resources/skateboard_thumb.jpg">

    <img src="http://dfyb.net/resources/dragon_thumb.jpg">

    <img src="http://dfyb.net/resources/trashcan_thumb.jpg">

    <img src="http://upload.dfyb.net/uploaded/chess_blog_1.jpg">

  • please allow .cap uploads in more forum sections. specifically, the help section.

  • make your own range variable that can be controlled:

    always add 1 to private value of bullet 'bulletvalue'

    if 'bulletvalue' = 'customrangevalue', do action

    set 'customrangevalue' with the powerup. larger that value is, the longer it will last -- similar to range.

    here's an example .cap:

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

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • are we supposed to report instances where i can replicate a crash in our game? while attempting the gravity conundrum, i did something that always crashes instantly with the error "out of memory" when triggered in the .exe.

  • could just set it to where if the result is less than 0, set to 0.

    but the odd behavior i noticed in link's, is how putting a heavy mass and light mass next to eachother will result in them moving out of the screen instead of the green simply coming to rest next to the gray.

    also, orbiting objects almost always manage to slingshot farther away, rather than coming closer and closer.

  • i can't wait for the network plugin