QuaziGNRLnose's Forum Posts

  • ive made some pseudo 3d perspective thing, its in uploads somewhere,

    one sec

    ahh, here we go

    now your perspective grid idea wouldnt be all that used, its best if YOU program it yourself..

  • ive actually tried making jumping in the wolf3d thing, its pretty easy, i just dont care all that much about it . im sure someone could make this, but if you want it, youre going to have to be the one to do it ).

  • this game seems really cool

    http://www.moddb.com/games/infinity-the-quest-for-earth

    theres a gigantic galaxy, like hundreds of thousands of planets, stars wtv that are randomly generated

  • >

    > > I thought the tube was made from a chain of small sprites that just angle and position themselves to a spline? At least that's how it was done in an older version...

    > >

    >

    close, but no its actually 2 objects using a loop which are pasted onto a canvas, one is to draw the fill, the other is to draw the pipe, theres a problem with this tho, so im going to make it one object that changes animation.

    when ash adds the cubic bezier ill fix this, i dont want to go through all that mess of code atm.

  • ogg is a good format, way better than mp3 imo

    its a small file, like mp3, but its better at alot of stuff, like ppl said here.

    i use it for game music, mp3 seems like the jpeg of sound formats...

    (some of you may not understand this)

  • [quote:b5l7odn7]I'd like to have the ability to choose an animation and it's frame during the whole bone thing and have it automatically advance frames to each keyframe.

    was just thinking this, it would be AMAZING.

    it would allow us to make animation in games like super robot wars and rumble fish very easily.

    please implement this...

    but heres a corrected, clearer version of what kayin said

    [quote:b5l7odn7]I'd like to have the ability to choose an animation and it's frame FOR EACH BONE and have it automatically advance frames to each keyframe.

  • leave it hidden, with a big ass warning when you click on it.

    [USE XAUDIO2 YOU FOOL, DIRECTSOUND WONT WORK ON LOTS OF COMP'OOTERZ]

    because some people have caps lying around and it would be annoying if their work was lost because they were coming back to a project after not opening it...

    or at least make it in future builds that you can open files that contain direct sound events/actions, but they dont do anything (since direct sound is gone) instead of saying, cap could not load blablabalbablablalbla

    [making it so that you cant open old files with direct sound would be very bad.]

  • i say leave it as it is and put a lighter border on comments.

  • curious why youd ask

    and to answer that question there are a multidude of reasons

    first off, no other gamemaking program has the ability to handle physics like construct does, secondly, i find the interface and overall setup of construct to be top notch. i also support it because its open source.

    the Hardware acceleration also alows me to add effects, like the blobing shader i invented, without hardware acceleration it would be impossible to have that liquid effect (at a tolerable speed at least).

    ontop of all this construct can rotate sprites very well. you can give it a number like 143.15235 and it will rotate it said amount, in MMF2 the rotation is locked to 360 different angles, you would get a rotation of 143 if you gave it that number.

    construct is also very fast, much faster than any other game making software that ive tried.

    and finally i use construct because ive tried most other event based game making programs, and they just arent anywhere near as good as construct.

    technically i could make this game in MMF, but it costs way too much, and to be blunt, its not anywhere near as polished as construct even tho its only in its BETA stages.

    (gamemaker is terrible, i wont even consider it)

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  • Well beta is the time to make drastic changes If you're planning to that is.

    In any case, you're a champ Ash

    Also that divide thing intrigues me, although what sort of senario would it be useful in? I'm not the greatest math mind around

    well imagine you want timescaling in your gun game, and you give bullets a physics behaviour, theyd move normal speed at normal time when you shoot them, and then if you slow down time and shoot theyll move at a scale speed.

    if you were to use multiply by timedelta, your bullets wouldnt even shoot out at slow timescale, and the same goes for framerate.

    its useful if your game will probably run into lag at some points and you dont want the physics becoming wacky because of this.

  • the file in this thread should suffice, its more up-to-date than this one anyways

    (the turn around on the gun is slightly messed tho, but ive fixed that in a newer file)

    also im curious as to why you want me to rehost

  • That makes sense, and I just tried it but as the framerate fluctuates (on unlimited) the strength of the shot fluctuates a bit. It's not a disaster but really, shouldn't it work the same no matter the rate?

    EDIT: I should note though that the shot strength is pretty close on both Vsync and Unlimited now, so that's good.

    well, timedelta wont always work excactly the same, but you should set up your game so that minute fluctuation doesnt affect it.

    also note your games fps wont be jumping by 300 or more.

  • newt, you wouldnt need a strange naming convention.

    youd just need 01,02,03 ect like youd normaly do for any animation

    then you tell the importer to make a new animation angle every 10 frames and give that animation angle +10 degrees or wtv from the last.

    starcraft hold its animations in this way, a marine walks for 3 frames, and then the angle changes and he walks for another 3 frames, etc. and that would be 6 frames

  • triggers are strange

    on the xbox 360 controller, in most emulators and joy 2 key wtv it detects the triggers as a single z axis. when you press the right it goes up to positive 100, and when you press down it goes to negative 100.

    might just be a lack of input channels on everything ive used tho

  • you have to divide by timedelta, because time delta is a value that goes lower as the framerate goes higher (i think, but that doesnt matter dividing works) so when you are at high framerates and you multiply you are infact making the value smaller, and viseversa for low framerates.