madster's Forum Posts

  • thus:

    if 'x' equals clamp('x',min,max)

    • do stuff
  • <img src="http://dl.dropbox.com/u/7658043/treesandflowers.png">

    Trees look nice. did you model them in 3D? What software?

    I'm wondering how to do some top-down trees I'll need (256x256, no floor shadows).

  • I would suggest you check the landing spot before the jump with an offset collision check. Then check if the landing plateau matches a height.

    For example, you want to allow to jump down or up one level and no further. So upon the jump command the offset collision checks for the landing spot and if that plateau object has a "level" (or something) suitable to be jumped to, if not just discard the command and do not execute the jump.

    No 3D, no sorting, no triggering, no border trickery. Just an integer level attribute for both plateaus and objects and bottom floor too (you could even assign 0=botomless pit or something).

  • I'm building a joystick plugin but it will be more like an "Input System" with Keyboard+Mouse+Joystick all managed through directX.

    I love you.

    Any suport for runtime input configuration and getting joystick's hardware name string? 'Cause I'd love that.

  • (ive had a few problems where it says a previews already running when its not)

    Note: I had this too, but I checked the task manager and sure enough, there it was. I killed it. With fire. So now you'll have to make sure every now and then that you don't have a jillion test1.exe, test2.exe, etc etc running silently and consuming resources.

  • Freezing is normal if you're previewing fullscreen. Windowed doesn't have that issue and is thus encouraged.

    5) How many licks does it take to get to the center of a Tootsie Pop?

    42.

  • Small off-topic on Steven's sig:

    Suppose you throw a coin enough times...suppose one day, it lands on its edge.

    http://projectforsaken.wordpress.com

    Right after the first showing of the original Hellraiser movie on my local TV station, a friend and I were flipping a coin. At some point, my friend says: "if the coin lands on it's edge, the Cenobites will take me tonight." as he flicked the coin. I smiled a bit and watched as it flipped about in mid-air.

    And guess what.

    It did.

    fun times =)

  • Aeal... I could never make it work properly, plugin would sometimes just refuse to change states

    I would offer to take over but I always end up posponing working on plugins, as I get tired by just setting up the compiler and getting the default plugin to compile so dunno.

  • All I ever wanted was to see in changelog 1.0 :

    [FIX] - Fixed the title bar icon at the top of application.

    Task manager

    <img src="http://img138.imageshack.us/img138/6730/taskmanagerwy.png">

    Taskbar

    <img src="http://img412.imageshack.us/img412/2046/taskbarv.png">

    Title bar

    <img src="http://img821.imageshack.us/img821/829/titlebar.png">

    And please don't say: "just change the icon". It still does not work. I hope in the final release will be all right. Thanks for reading.

    just change the icon XD

    BUT... change it using iconFX (opensource icon resource editor) on the exe after exporting.

    Difference is probably due to picking different icon resolutions, of which an exe may have many. Construct only writes one.

    Agreed that it should be fixed though.

    On my side, I'm getting a crash sometimes if I switch from the project panel to the layers panel. The layers panel will be empty, I'll switch to back to project and then it crashes. I suspect my references from an included event sheet to layers that aren't yet created are causing the crash, but I've been unable to reproduce it at will, it just happens when I'm working

  • <img src="http://octavoarte.cl/Blackbars.jpg">

    O_O

    yeah I'm working on automatic black bars and zooming for multi-resolution games (as a lot of people complained only on the lack of multi-resolution of my first game). Working nicely so far.

    Uploaded to http://scirra.com/forum/viewtopic.php?f=16&t=7269

    Please comment there if you have any ideas.

    Foreground is runtime on a different aspect ratio than design-time, seen on the background. See how the objects still appear on the right position, right along the screen edge, even though the window size and aspect ratio are different (set to 16:10 at 640x480, something you'd probably get when going fullscreen in a netbook)

  • Mmm I'm pretty sure collision wouldn't be a problem but sorting would.

    How about hexagonal-base prisms? triangular? I want to look into it but I can't yet fully grasp how this works. I want players to be able to slide along horizontal and vertical walls without getting stuck into the edges that this rectangular base iso method forces.

    I could do without it anyway tho I'll just cheat a bit and use graphics that are placed diagonally across a cube. Just walking along a wall won't be as nice.

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  • I would like, to show you what I've done so far with hooks:

    That's really nice. All events?

  • That worked nicely even though Canvas is not being accelerated by 3D hardware. CPU consumption was noticeable but still really low (I have a decent CPU though, must try on netbook).

    The thing that Rocket Engine promises is NOT Canvas. It's an HTML DOM engine, and is this DOM manipulation (traversal, insertion, deletion) which is slow, due to the standard not being geared to speed. Or ease of use. Or being just nice. Ugh.

    Having seen this demo, though, and knowing IE9 will feature hardware acceleration for 2D (which means others will probably follow) makes me long for the arrival of framerate-independent 2D games for HTML5-Canvas. I wonder if there are any stretching options

    Edit: Acceleration goodness in IE9

    <img src="http://ieblog.members.winisp.net/images/Ted_FullGPU_1.png">

  • While the image editor is useful for quick prototypes, I always end up using it for stickmen or smileys or such (besides the obligatory hotspot and image point setting), as it's limited and rather buggy. I'd like to see a really really basic bug-free image editor (just color picker and brush+fill tools would do) and integration with Synfig (an animation tool) or Gimp (don't really like it but bleh) or Photoshop (guy can dream )

  • I like this proposal, despite of it's overwhelming redness >_<

    The original animation editor shows frames as tiny thumbnails that aren't really useful at all (I can't even tell frames apart in it).

    One thing I don't really like is calling functions. Mainly because that's putting logic IN the animation, which could be confusing and I could see it becoming the source of frustration(why is this being called? I can't see it in any event sheet! ARGH!). INSTEAD I would suggest something that looks almost the same but it's not: being able to fire an event, which can be used in the event sheets to do the good stuff you can doo in event sheets. This would allow complex interaction with animations right off the bat!