SkorpioN's Forum Posts

  • Okay , so ... any other way to help the samurai to cut his enemies ?

    I was thinking of using "is overlapping" as it would be the fastest check.

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  • Now I've made my assets , and moving to construct-ing . Before I go further , how do I make collision masks for my character ? That button in the sprite editor doesn't seem to do anything.

  • How do I rename the event sheet ?

  • I mean I appreciate the efforts to make this more an' more stable as we go along. ... err ...98.8 is the latest , ain't it ? ( runs off and checks updates. )

    Well , the game I was making was getting to be too unstable, and messed up. I decided to start afresh with optimised events and sprites. I still have the resource ...eh ..err (runs off again...)

  • First , lemme say "great work so far till 98.8 !" I shall now have to redo all the work I had done for my samurai game. It wasn't stable anyway.

    Now , can anyone please explain how the timeline object works ? Thanks .

  • After adding some major animations , I saved the app so far ( thank God !) and then on a new layer added a light. When I ran the layout , the runtime crashed. Without the light , it's ok.

    <img src="http://img19.imageshack.us/img19/7641/screensnap01.jpg">

    By dokterr at 2009-02-24

  • [quote:2p7b5kix]How big is your video card?

    I think some 10 inches by 6 inches or so ... just kidding . It's a 9600 GT.

    Intel QX6600 2.4

    Nforce 7 series Mainboard

    4 GB DDR 2 mem.

    Geforce 9600GT[512mbvram]

  • I made 5 moves so far for the main character. Whenever I add a sixth animation(they all have 5-6 frames each), the game stops running. I can't even use debug on it. Does it load all frames into memory or what ?

  • What's the difference between "key pressed" and "Key is Down" ?

  • And Special Thanks to PixelRebirth ! I made it a point to save the entire wiki and read through it.

  • Okay , solved that. Thanks guys. Here's an update (the file keeps gettin' bigger) .

    http://rapidshare.com/files/200391147/Samurai_Madness.rar.html

    I know it may look all crude , but I'm counting on you guys to help me optimize it all a bit. The real bitch is the setting of the hotspots to sync up the footwork etc.

    It's taking so much time , because I'm also concurrently working on the same project , in AS3 . It's like a comp study..

  • Pixel , How do I "check if both vectors are 0". If I woulda known that earlier !

    Thanks.

  • Here's the link

    http://rapidshare.com/files/199954516/samurai_madness.rar.html

    By "states" I meant frames. The problem is that I've told the char sprite to set the "idle" anim when neither left nor right is pressed. And also if both are pressed. So why must he do anything except "idle" at all ? I thought maybe enabling , disabling groups of control events while jumping , attacking might work.

    I really want it to work out between me and construct. It's just so "neat " a program. I'm tempted to move to actionscript, but maybe you could help me out.

    Thanks , dreadeye.

  • Ok, I would know how to do this in Flash , but construct is a new toy and I'll need your help at this.

    I'm making this game , Samurai Madness. A scrolling action adventure , where there'll be ample bloodshed and swordplay. I'll upload a link soon to my progress so far, feel free to use the resources.

    Just help me out in the control part .

    My problem so far :

    The hero has 5 states for jumps, 5-6 states for attacks , 7 states for dying and so forth.

    Now if I use the standard " KeyisDown-KeyisnotDown" while on the ground method, as in the platform tutorials, the guy won't do anything other than his "idle" anims , if he's on the ground. Get it ?

    Sorry for no screens or anything , I've been at it 16 hours or so.