PixelRebirth's Forum Posts

  • In Congo people have their very own problems:

    http://www.reuters.com/article/newsOne/idUSL2290323220080422

    After reading that article I had to check if mine was still there...

  • [quote:2l8r28bx]

    I still think that gravity should be a little higher.

    Good that you guys are coming back to topic. I was a little worried about that smiley nonsense...

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  • Finally I understand what deadeye is seeing.

    Where he put the eyes there's actually supposed to be the nose which is pointing up. The brows are the eyes... I didn't see it before, now I can. I never thought of the 2 pixels on each side of the nose as eyes.

    Anyway, it's not unlikely I will change the sprite to something like this:

    <img src="http://img524.imageshack.us/img524/9094/girlheadar2.png">

    I guess it would look much less confusing... hehe.

  • Here's the next test release.

    This time there should be at least some gameplay value. There are things to collect (blood-red tears) and it's not too easy to get to the end of the area.

    Among many small changes the scrolling is much improved but not quite perfect yet. Moving platforms work much better now as well.

    There are some spikes but you can't get hurt yet.

    Check it out and give me some feedback:

    http://www.mediafire.com/?bywxwwvdm0w

  • Just messed around a little with the new version.

    Really great work again Ashley!

  • [quote:2nzzrp4h]It seems there are some problems with 0.94.

    When I try to edit animations I can't see the hotspots/image points anymore.

    And I noticed when I toggle on the grid in the layout editor the dots don't show anymore.

    It's that way since 0.94. Actually the spots can be set, but they don't show. So it gets a little tricky.

  • Come on Attan. Hot girls and racing, how can you not know that belongs together.

    For me there's no reason to have a car on every screen. And if that girl is the host, as SoldjahBoy said, there's even a reason for her to appear there. Also I wouldn't really need one for some hot... you get the idea I guess.

  • [quote:1o5yx6vg]"similiar" ? is that a word ?

    Wow you found a spelling mistake... I don't even bother to look for them in your posts.

    [quote:1o5yx6vg]now get serious and dont be on my language ?

    Well if we don't understand what you want your language IS a problem. Cause we won't be able to reply.

  • [quote:jw0qxmb3]and i know this one is hard to understand ..

    because u guys can have some weird way of thinkin about urself as programmer of the game

    and there is a lot of resistance ...

    makin me the intruder of the family ..

    hahaha .. like i care : )

    no offense

    sarcasme is a healty state of mind

    Some weird attitude you have...

    The point is that your english is too bad. At least I can't understand what you're all about. Did you write all that in another language and auto-translated it with babelfish or something similiar?

    I'm not even convinced the whole stuff you wrote is meant to be serious, may pretty well be some joke...

  • [quote:x4b0sez2]The jumping seems a little too linear. Like an inverted V, it's pointy on top

    [quote:x4b0sez2]You should tweak the jumping a bit, it looks too rigid.

    Yes it's still a little... well like you guys said, too pointy on top. When the jump force reaches 0 the character immediately drops, it should probably last a bit there.

    [quote:x4b0sez2]I think it's just the expression on her face, but the girl kinda looks like a mean old man in awig. It's the heavy brow and small eyes.

    Okay that made me laugh again

    Old man in a wig, haha. Classic!

    Obviously I'm not getting the same impression looking at her and actually those pixels are not supposed to be brows (but it may pretty well be you're right). All I can say is that it's NOT supposed to be the average cute little girl, fitting the overall mood of game (which isn't really there yet). "Old wig man" will be considered as final title for the game though.

    [quote:x4b0sez2]About the jump animation, is, is that there is no animation of her jumping; she is simply lifted dangling into the air

    Animations are still at a minimum. So more/better animations should be there in the process. In fact all graphics are work in progress (like all game content).

    Thanks for the comments so far, all critique was constructive and helpful.

    Nobody mentioned the jump height yet. So I guess it's the same for everyone?!

  • Agreed. It's too slow. Should have adjusted more after changing the whole thing. I guess it has nothing to do with your computer... (if the walking isn't kind of slow for you as well)

    EDIT: Okay, tweaked the jumping back to normal, I guess:

    http://www.mediafire.com/?4dsdt0lnma2

    I was wondering if the jumping height was the same for everyone. You should be able to jump about the height of two 32x32 blocks, like shown on the pic.

    <img src="http://img354.imageshack.us/img354/8400/scirrathread1eb0.png">

  • Here's the same (well slightly changed) example without TimeDelta. If this runs apparently too slow/fast on your computer please post your specs.

    This should have less glitches than the TimeDelta version, it shares the some probs with the moving platform though. I have some bad events there that need to be changed

    Okay, there you go:

    http://www.mediafire.com/?g9mdmxmgtbn

  • Haha, that made me laugh. That wasn't possible in earlier versions for sure, wtf have I done

    Fixed in next test release...

    EDIT: Okay, this bothered me. New download above with non-moonwalking version

  • <img src="http://img125.imageshack.us/img125/2113/scirrathreadheadnu8.png">

    I'm working on a Jump'n'Run game with the working title �Living Life Afraid�. It's about a little girl in a pyjama. There may be details on the background story later.

    Anyway, it'll be a smallish game containing 3 � 5 Levels.

    So far I've done a rather simple J'n'R engine in Construct. I didn't use the platform behavior. It's a custom movement with detectors and it's using TimeDelta as well.

    That's also where the problem is... I don't seem to be able to get it working completely glitch-free with TimeDelta.

    Sometimes you get stuck, but you should be always able to jump your way out of it

    But that's a reason for me to go back to the X/Y +/- 1 engine style (without TimeDelta) and put it in the same example, so it'll be comparable.

    So this release is nothing exciting so far, you can just jump around in a small area. The graphics are partly taken from older abandoned projects of mine and may not represent the final look of the game.

    Let me know what you think about this small test version and tell me about glitches/bugs of course.

    http://www.mediafire.com/?vf1ycyc2mo1

    Ah, I forgot: use arrow keys to move, shift to jump (hold to jump higher). That's all

  • Destroying stuff is always fun. Gimme rocket launchers

    But I was wondering, even when there are still cars on screen you can already click on "next round". So it is possible to have more and more cars coming at you. Is this intentional?