madster's Forum Posts

  • sweet, does it preserves alpha?

  • Excellent! this will take a LOT of work out of using custom fonts

    resulting font has a big blank frame around it, any chance to shrink that down?

  • You can place walls outside of the visible playfield.

    That's an interesting suggestion for the behaviors, but currently it's not possible.

    About timers: be wary, there's currently a bug where if you fire a timer from another timer's events, it crashes. Also, despite the timers using names, you can only use one per behavior or they'll get confused.

  • So choose-your-own-adventure books/games are second person? Eg. "You go in to the cave... press A to light a match, B to shout etc"

    YES!

    that's the only example in literature.

    In games not so much but when the player presses a button, he is performing the action, so the game is actually addressing his in-game persona, so it's first person.

    In a 2nd person game, characters would have to address you (the player, not your in-game character).

    Maybe.... seaman?

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  • My guess is that system scrollbars would mean you would always be rendering a big image and then showing part of it, making it really slow.

    Notice how few hardware accelerated applications use system scrollbars.

  • Yeah what I mean about 24fps is not specific to Avatar.

    ALL FILM should move on to 60fps. Live action, animation, all of it. Specially now that they're changing format (to 3D), it's the time to do the jump.

  • Thx thx... I have to come up with proper ordering.

    Right now, spriting requirements for this system are:

    -Everything is cylinder-ish (a base, extruded upwards).

    -Collision mask must be drawn as the cylinder's base.

    -Hotspot must be vertically set to the top of the collision mask (horizontal doesn't matter, I think)

    Right now I just order by the internal vertical (ry) coordinate, so objects further away go behind. But height (w: distance from base to zero plane) is not even considered. So when you walk under the bridge, the bridge is further away and it's drawn behind you... but you're lower and it should cover you!

    I'm thinking it's probably ry+w*c, where c is a constant indicating camera inclination, 1 is 45�.

  • hey! another post with snide namecalling and half-truths! I'll just let it slide.

    SLIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIDE.

    Okay done. So!

    Say a company thought the game was really good but they need the source. Say your IDE exports source. Say the techs take a look at the exported source.

    Say the tech say "screw it, we'll redo". Why? semantics are ALWAYS lost in model translation. There's no way automately generated code can be as nice to read and modify as properly documented and commented code is.

    So yeah, remaking is probably the best way to go about that, even if you could export source. Have you ever looked at generated code? I have. It takes much less effort to rewrite than to understand and modify it.

    I won't recite my basis for this, as I already did.

  • it's really impossible to share animations, as bone animations can't be saved or loaded.

    So just take the .cap I posted at the beginning and animate that... or just do it from scratch. I just need to animate a stickman (well proportioned, with rounded encaps) with bones. I can take it from there

    This is a platform so it'll eventually have to jump, tiptoe, fall and die in grisly ways.... but for now, just running. Thanks!

  • Second person game? that sounds scary!

    The game character would stare at the screen and would make you do things O_O

    In games, like in literature, we talk about how will we perceive the protagonist.

    1st person: Me. I am the protaginist. I see through his eyes.

    2nd person: You. O_O maybe.... you're watching someone else play?

    3rd person: Him. He is the protagonist, and I control him.

    and then, there's "behind view where the camera is top down".... which would mean our character is laying face down on the ground?

    Sneaky edit: I get it now, both behind and top... usually called 3/4 perspective or isometric (btw isometric means a right angle pointed at the viewer will have projected 30? edges on both sides... it's a very specific projection).

    O_o I don't get it.

    If you meant 3rd person, from behind..... then I'd have to agree with LMK: either sprites standing up on an inclined plane or my very own 2.5d system which is not done yet ( D: ). You'd just go upwards instead of to the side.

    Like so!

    http://octavoarte.cl/25d_conceptv.exe

    Keep in mind this is the same engine as before, I just enlarged the layout, placed more objects and tweaked camera and blur. So it still crashes under 20fps.

    Edit: making this demo showed me I do need to consider height in the ordering. Notice how platforms below the "bridge" show over it. Try walking below the bridge. I'll have to think of something there.

  • you could try On Animation Finished instead of comparing to the last frame

    :s

    still weird, last frame should work

  • I did read that nameless thread and I must say he asked for it

    I do wish him luck in his endeavor though... but when someone disregards every advice and even feels offended by the advice given... yeah I get pissed too.

    I recommend abandoning such threads. Lost causes. Some people don't really want to hear the truth.

  • I think it's because the object doesn't have a fixed number of parameters. So the only way to have variable number of parameters is to take them one by one.

    Yeah it's cluttery, but I can't think of a better way.

  • looks good.

    Dunno if you already have planned to change this, but I'd suggest the power ups don't do the explodey animation, as I didn't realize at first that they were powerups... I thought I was getting hit.

    I like the spinning helpers

  • I'm sorry.

    Every time I read the title of this thread, I can't stop thinking of this --> http://failblog.org/2009/12/21/wish-granted-cody/

    About the board, my first idea would have been using the array object, with 0 meaning empty and using a number for each piece. Then you can represent their movements by displacements, with the rook requiring that dx=dy, knight dx=1,dy=2 or dy=1,dx=2..... you get the idea.