MisfitBYTE's Forum Posts

  • Haven't started it yet but the music part shouldn't take too long if things work how I believe they will.

    edit: Finished a down/dirty version of the music handling. Sadly it only works with .wav files for now.

    http://www.box.net/shared/imyp87nx6x

    I'm gonna post it in the tutorial section as well, let me know what ya'll think or if you know how to get around the .wav issue.

  • I continued working on it, extended the second level just a bit and made Pawk look a little better. Same link as before.

  • http://www.box.net/shared/d51deb7ynd

    You type to create a platform so Pawk doesn't run right off into the abyss. Press Enter to jump over obstacles.

    Theres only two mini-levels and the music is midi versions of some of my regular stuff.

    Let me know what ya'll think, its due in for a rapid prototyping competition today (May 10, 2010.)

  • Don't have time now to show something about how to do that (I will after monday if no one has yet) but wanted to make a comment.

    Chances are your gamers aren't going to have sfx files hanging around to use unless they're making games themselves. It could still be a neat thing to have for death scenes, take out some of the bite ...and get a laugh about "Don't Worry, Be Happy" or something similar playing as they pass away into the sweet unknown.

    You could still do something like Mario Vs Donkey Kong (I just recently played it) where the player can select from packs of sounds you already put into the game...or if you want to set up a website where they could download packs.

    Not trying to tell you not to do it, its your game, just rethink and see if you still like it.

  • A quick game for the Experimental Gameplay Project rapid prototyping contest for May 2010.

    http://experimentalgameplay.com/blog/2010/05/

    Theme: High Velocity.

    Game: Type quickly, because the only way Pawk is getting to the safe zone is with your text underfoot. Obstacles will be in your way and some levels will have Buzzwords that must be in your text for it to count.

    I've got seven days, started today (May 4th.) ...and I'm a little obsessed with text controls lately.

  • Its working perfectly, thanks a ton.

  • I'm working on a game that uses your text to adjust an RPG characters stats each round. Its for a challenge on indirect control in just a few more days.

    For 'simplicity' sake I decided to use multiple edit boxes, each one controlling a stat of its own.

    I'm limiting the amount of text you can use to create the whole sentence and want all of the edit boxes to draw from a total amount.

    Its working, mostly, but I'm getting some odd results.

    The max is supposed to be 25, but the first box you edit will only go to 13..the second to 6, 3, 2, and 1. If you edit them out of order you get slightly different results but it always adds up to the max amount.

    I can't figure out why it wouldn't let you fill any box to whatever length you want, as long as you don't go over the max amount.

    Heres the cap

    http://www.box.net/shared/4iu3508n0m

    Since I haven't updated lately, I'd appreciate a description instead of a cap file in return.

    Thanks

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  • I've been trying to figure out some way of using interactive music myself. Not really what CrudeMik is talking about, but something similar to guitar hero just for a platformer.

    I recently downloaded that huge file thats supposed to let you make plugins even with VC++ Express. I fiddle around with synths too so hoping I can program something to include a VST. (I know very little C++ so it'll take a while.)

    I'm confused about your first question Crude, do you want the player to be able to fire at anytime or to lock him in? For the locked in, I'd say do it like guitar hero games..the targets have to be hit by a certain space, if they are are you trigger the correct sound or..really, just don't mute the instrument. I thought about using that for my game, instruments on seperate channels that get muted if you got hit. (Thats part of why I want the VST, I figure adding effects would be more interesting.) I haven't tried the seperate channels yet, but I'm concerned about them getting out of sync.

    As for being able to fire at any time, the only thing thats coming to mind is to try to create stingers that would play well together and against a simplified backing track. Maybe write a guitar riff, use part of it for the first strike, for each combo after that you let more of the riff play.

  • Try facing the sprite that needs to point to the mouse position to the right, I've found that anything that will act like an arrow needs to face that way to look right.

    If that doesn't help then I misunderstood the problem.

  • Just want to highlight something already said cuz I was getting frustrated a week ago with the same problem.

    [quote:2jbnjf83]"in the next gridspace before moving them" by deadeye

    That next gridspace part is really important. I was sending the character a variable number of steps and he would still walk over the barrier because he didn't reach an overlap till after he was already walking. Took me an hour or more of fiddling to figure out what was wrong.

  • Placeholder Pawk: The Legend of Something Awesome (Probably a Sword.)

    A game I'm making for GameCareerGuide.com's Game Programming Challenge 3 - Indirect Control.

    Its going to be a puzzle RPG that uses your text to control the character, with keywords doing things like changing direction or using items and non-keywords controlling how far you walk or (maybe) how strong of an attack you use.

    The graphics are ugly as hell (thus the title) but I spent most of the time reworking my design and don't have much left for the fun part, figuring out an interactive fiction like parsing system.

  • Not used the for each loop yet, so this question is just speculation ..

    If Sprite is Visible

    For Each Sprite - > Action

    Wouldn't this code see that a sprite is visible, then run the for each on all the sprites if atleast one was?

  • http://vlab.infotech.monash.edu.au/tutorials/l-systems/

    I've thought about using L-systems to make a screensaver, just haven't gotten around to it, hope that helps.

  • I did an infinite scroll for one of my games, whenever an object was on screen (meaning it was about to run out of room), I set a private variable to the current width of the background then set the width of the background to that variable +500 and set the object out to the end of the background so it could do its job again later.

    It was a simple one layout game though and after it had been played, everything was set back to its starting positions. I imagine doing that might be eating up resources though.

  • Playing with Custom Movement today, it was working as I thought it would, you set Change Speed to Position and the object moves toward that position (and past, though.)

    For moving a for moving in a grid, I suppose you would use some other object (invisible or maybe an X marks the spot graphic)..let it jump to the place like what you're getting already. Then have your character move to that graphic.

    Do you have a cap so I can see why it didn't work for you? You got me curious.