Lost my Keys's Forum Posts

  • in before lock!

    Hey I've never had the chance to say that before

    But yay for rewriting the tutorials, can't wait!

  • Hello!

    So yeah, am an artist by trade, but since I'm wanting to do my chosen game by myself as much as possible, I've been doing my best to learn other area's as I've gone along. To try avoid any really nasty project stopper problems that might crop up down the line.

    Anyways, since the one I'm making was originally known, not only for it's stunning graphics at the time, but also it's music, it's been on my mind from the beginning about how to deal with that somewhat important issue. Now I've always wanted to make music, but never really have. Way back I'd tinker with trackers on the Amiga, but not doing anything I would consider "serious".

    So with that in mind, my plan A is to get a decent experienced musician to create all the music in the game, BUT failing that. I don't want to end up without any music at all, or using some midi downloaded from the net, or the original tracks (since that wouldn't quite feel right for what I have planned), so figured I'd have a go myself, make sure I've got a plan B and if the worst comes to the worst, I can do my own music.

    So, for the past 48 hours I'd say, I've been practicing as often as I could. Practically working from scratch, did a few tests which seemed to work out well for the most part, and then asked in chat a couple of hours ago if anyone wanted a newbie music guy to make something for them (jokingly of course!), and Davo mentioned a construct theme. K, this would make for a fun challenge regardless of what I'd end up with.

    So I had a go Download (mp3)

    I guess it's somewhat inspired by working on things late, finding bugs you don't want, and having a murderous migraine on top of it (like I have for the past day grr), or as Davo said..

    [quote:20htqc0s]Listening to this music makes me think Construct is going to hurt me

    Haha, ok.. I admit it, it does not make you immediately think of construct at all. I just got a bit carried away I suppose, heh.

    But anyhoo.. based on this admittedly basic and newbish, yet my first ever original (which I'm proud of) attempt, after only a short time actually learning things. Would you say I should invest in a nice relatively cheap midi controller? I found one on Amazon, nothing special but I figure I don't need anything too fancy. Just something to make it a little easier.

    And no, I wont post the earlier tests, not in public anyways.

  • [quote:1eqo4pin]What version of Construct did you download?

    The latest, 0.99.62

    Latest is 0.99.72 but downloaded through the forum instead of the site, and officially an unstable build, but works fine.

  • Before I signed up for Something Awful I pretty much had a different name on every forum I signed up for. I got tired of keeping track of them all so I decided to pick one and stick with it.

    I'm a fan of Kurt Vonnegut so I wanted a name that had something to do with one of his books, but all the good ones like Ice Nine or Billy Pilgrim or Kilgore Trout were already taken, so I settled on Deadeye Dick. After a while I just shortened it to deadeye because it's just easier, and I did get the random occasional retard who would be all like "hurr DICK lol," and also I don't want people thinking I'm a fan of the band Deadeye Dick.

    Nothing wrong with the band Deadeye Dick

  • I lost key keys around the time I signed up so went with that because I was having an unoriginal moment. No cool story from me.

  • Looking good! Liking the nose light effect

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  • it's awesomely funny. How do you guys land on your nicknames? I could never grow out of the first one I ever used.

    I picked mine cause I'd lost my keys at the time. They were under my hat, but I don't think to look in obvious places like that, heh.

    You should start a where did your nickname come from thread

  • > + Every 3000 milliseconds
    + System: Create object explosionSprite
        -> explosionSprite: Set X to random(1024)
        -> explosionSprite: Set Y to random(768)
    [/code:3mcagpfl]
    
    Don't know what you mean about making it scroll, though.  Objects scroll along with the screen automatically.
    

    I'm thinking he wants the explosions on screen locked to the scrolling and to continue on as the play area scrolls (like flying through AA flak during the war, explosions all around you). In which case Aquadragon, just do what deadeye said, but change the random size to take into account your entire play area. But remember you'll have to increase the speed or you wont see them as often. That and maybe copy the action a couple of times (looks pretty good with lots on screen at once, just needs some smoking trails on missiles and it'll be like BSG!).

    Example

    Download Cap

  • Controller works fine for me so far, but yeah if you think it's bugged, adding it to the tracker is the best bet.

  • By the way, if anyone needs any tips or pointers on music theory/digital music production, or just looking for some music for their games, pm me, here's an example of one the songs I'm trying to finish up, it's my own song, as an example of sound quality.

    http://dl.dropbox.com/u/4075855/The%20Fireskies%20Of%20Terra%20Ultima%20-%2004%20-%20The%20Day%20I%20Ran%20Away.mp3

    I can do symphonic stuff, acoustic stuff, atmospheric stuff, rock stuff, not very good with electronic music though, but willing to give it a try

    That's really good. I do happen to need some very good quality music (no singing). I'm usually in chat if you fancy a challenge.

  • > Making and tweaking levels and level design in general would be a pain.

    >

    How so? in Castlevania there are no "levels", just rooms. Only special items do not replenish, items that you have to track anyway.

    Every room (which go from small hallways to multilevel halls) gets its own layout and is done separately. The only thing that could be a hassle would be connecting them, and even now I'm thinking of a trick for that

    I think what he's saying is the thought of having to follow where all those different locations are if their all split up across many many layouts could be a bit annoying after you get beyond a certain number, and grouping them up inside fewer layouts might work out better (I didn't think of that at first when I suggested different layouts).

    Saying that though, if his game is smaller, then layouts would be the better choice.

  • Are you using names inside quotes?

  • Hi deadeye

    We really appreciate your help! After thinking about the whole thing again, we decided to change our concept a little bit. In the current version the soldier is attached to a gibbet that appears as soon as the three cannonballs are wasted. The gibbet, as well as the soldier fade in. When the soldier collides with a castle element, he fades out and a new soldier appears under the gibbet. Or at least, that's what it should do. When you take a short look at our project, you'll see that there is a problem: the soldier doesn't fade out correctly, only parts of it. And as a result of this, the new soldier doesn't get spawned. There must be some kind of logical issue in the event sheet "es_gameMechanics" - but we can't figure it out. Can you help us?

    http://www.oinobareion.at/files/undersiege.0.01.cap

    Tried your cap and it just comes up saying congratulations on to the next level, then quits. And part of the catapult thing is spinning around incredibly fast.

    Edit: Nevermind, fixed it.

    Errr.. redo it and use groups?

  • Kodu is aimed at kids. It looks cool, but the event system is definitely a lot simpler, a bit like Popfly's event system was. I think Construct is a viable development tool, whereas Kodu looks more like an educational/entertainment thing.

    A friends 5yr old daughter saw Kodu once, and said "Eiww, that's for babies!". Best review ever lol.

  • How do I post my .cap files so you guys can see where I suck lol

    You can attach them to your post in the upload section, or use dropbox to host them, and link back here.