SoldjahBoy's Forum Posts

  • LOL Dave! xD

    I think the original looks smoother because it's running faster than mine. I think the speed of that one is a little too fast, but mine is a little too slow. These are all things deadeye and myself will fix up over time. The hand plant animations are now done, just adding them into the game to see what they look like, and tweak that whole "thing".

    And thanks HighImpact! I'm going to call you H.I. for short from now on lol.

    *EDIT*

    You can find sprite sheets all over the place... just use google image search and type in "sprite sheet" if you want a range of generic stuff, or search google's main page with key words like "sprite archive".

    *DOUBLE EDIT*

    You will find both sprite sheets and animated sprites using both of those methods... though the most common sprites you will find animated are KOF, Street Fighter, and Metal Slug... though there are others those are the most common ones to find.

    ~Sol

  • Hey partner

    Yeah, I think once I add the rest of the frames to the flip we can tweak the frame speeds and such... no worries there. I have only 1 and a bit frames left to edit YAY! After that I have to make a wall slide frame, and a roll or slide animation.

    Oh, and don't worry about the derail... from now on the policy shall be:

    <img src="http://homepage.mac.com/aurich/ars/locks/feed_trolls.gif">

    ~Sol

  • The handplant thing is something that one will get used to when playing the game.

    Please explain how did you do the Dynamic Resolution plzkthx!

    I will make sure the hand plant is tweaked to be nice

    Dynamic Resolution... well let's see

    1. Make a menu with your buttons for resolution

    (Let's assume that you are making the game stadard at 1024x768 like I am doing...)

    2. Make event :

    +Button clicked "800x600"

    -set window resolution 800 x 600 (or whatever)

    -set Global Value "resolution" to 1

    +Button clicked "1024x768"

    -set window resolution 1024 x 768

    -set Global Value "resolution" to 2

    +Always

    -set button(s) X to window width / 2

    -set (background image) width and height to window width and height

    3. In your main engine

    +Start of layout

    +If global value "resolution" equals 2 (standard)

    -Set Layer 1 zoom to 100

    -Set Layer 2 zoom to 100

    etc etc

    +Start of layout

    +If global value "resolution" equals 1 (smaller)

    -Set Layer 1 zoom to 78

    -Set Layer 2 zoom to 78

    etc etc

    (I found 78 to give pretty much the exact same viewing area in the smaller resolution. You may have to play with the value until you are happy with it depending on what resolution you are making your game native to)

    I am more than happy to make a CAP of it if you want to see how it works, but it's fairly straight forward once you know what zooms etc you are supposed to set up.

    ~Sol

  • Maybe the problem isn't the length, but rather that you are just tossing that animation in there because it's available and looks "cool" instead of creating your own animation to better fit.

    Well, as a matter of fact... it fit perfectly with the idea I had anyway. The game will have a bit of a "free running" feel to it once I complete the wall jumping, wall sliding, rolling, and other things. A hand plant was something I wanted to include from day dot, and Angel sprung to mind immediately (I am a huge KOF fan).

    That's the problem with using animations intended for something else.

    It looks the same depending on the application. Quite a lot of the frames were chopped from various animations and sequenced together... so there never really was an "application" for them since they didn't exist in the way I am using them. It's more of a case of creative application.

    Anyways, you're working with deadeye so I'm done responding to this thread. Nothing against you SoldjahBoy - I wish you luck.

    Cheers. I'm sure the end result will be likable. I'm not saying that I won't adjust and tweak and improve it... but basically I'm happy with the animation itself. The fact that the player is stuck to the edge won't be as "obvious" once the rest of the frames are added. You will see what I am talking about once I get it finished.

    ~Sol

  • i think i hate soljah boy almost as much as soldjahboy... does that make sense? now im confused

    Oh wow, you hate me. Awesome.

    ~Sol

  • Stopping to do a cool trick... for like... 0.2 seconds.... you say it like it's a bad thing, or like it takes 5 minutes (like Knights of the Round (FF7)).

    Sorry guys, but the hand plant stays... It's a 19 frame animation sequence, and if anything I might slow it down a tad more so it doesn't just blister past to the point of not seeing it. The game will be slightly more methodical than (I assume) you guys are thinking, so running super fast constantly is not going to be the way this will go down. Also, not EVERY ledge will be high enough to require a hand plant... most of them will be lower than standard jumping height.

    I will do one more build after all the animations are done... then you guys will have to wait for an official demo. After that, I will work on the rest of the game with deadeye until it's finished.

    Cheers for the feedback... sorry you don't like the hand plant animation... but I'm not getting rid of it.

    ~Sol

  • I donno If you ask me the hand plant is still a little wierd, its like a sudden stop to do a cool trick. A more hurdle type animation would fit better I think

    I've only said about 4 times so far that I have to finish the hand plant animations... there are about 6-8 frames missing from the end.

    Hopefully I'll get that done sometime today.

    ~Sol

  • I don't really know if this is a bug, but well...

    It seems that the handstand animation speed is set to the player movement speed, am I right?

    So, if a make a handstand and I stop pressing a direction, the animation will be SLOOOOW...

    And also, after pressing R a bunch of times, it crashed more than once.

    Wow, missed that post somehow.

    Yes the animation speed is based on how fast the player is moving. This will be fixed later. It was only intended to affect the running animation but I kinda forgot to set that up properly.

    The "R" thing is just temporary, so it won't matter because it will be removed later.

    Now... final build for tonight;

    http://www.fileden.com/files/2007/8/21/ ... -v0.87.exe

    Fixed:

    -Wall sticking bug near lava pit

    -Hand plant bug when leaping from top of ledge

    Added:

    -Extra graphics for platform, gives depth

    -Better lava effects

    -Cosmetic changes to saw blade mechanisms

    -Health GUI (not fully implemented yet, so it's hidden)

    -Working title screen

    -Resolution change at runtime 800x600 and 1024x768 at this stage

    Still to come:

    -same as last post hahaha

    ~Sol

  • Why is it that I always make something that you guys are talking about, without even knowing you guys are talking about it until I've finished?

    ~Sol

  • Hell to the YES.

    Dynamic resolution FTW! Game now supports windowed modes of 800x600 and 1024x768. Will add Fullscreen option as well. For some reason widescreen modes do not want to work... I can set the window size at design , but not runtime. Will upload before I go to bed... still working on stuff until then.

    ~Sol

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  • [quote:3itlke3w]My only suggestion is that maybe you should make the window 800x600, A LOT of people use their desktop resolution at 1024x768, so that would make the game more accessible in that sense.

    Did you see that, Sol? I didn't even have to pay Kr!s to say that

    (@Kr!s... I've been telling him this forever)

    It's not my fault you guys live in the dark ages! xD

    I used to run 1024x768 on my Pentium MMX166 like 12-15 years ago?

    Even my laptop runs 1280x800 and my PC is 1680x1050... Don't worry guys, it will all be fine. I'm pretty sure you can make menu options to change the resolution at runtime. Having said that, the smaller screen size will greatly diminish your viewable area unless I can make it resample the graphics accordingly.

    Hmmm I could be really mean and make it run like 1900x1200... but then even I couldn't run it! hahaha

    ~Sol

  • It's looking pretty good!

    Great animations so far!

    I totally enjoy a game where I have to avoid traps and stuff.

    My only suggestion is that maybe you should make the window 800x600, A LOT of people use their desktop resolution at 1024x768, so that would make the game more accessible in that sense.

    Unless you're going for fullscreen only.

    It's hopefully going to have a menu where you can change the resolution, but it will indeed be forced to fullscreen. It's not one of those games that you would play in a window anyway... I never understood windowed action games and stuff like that. Would you ever play Call of Duty or Crysis in windowed mode lol? Puzzle games and stuff, sure thing... but this one will be fullllllll screen baby

    Cheers on the comments as well. Didn't find any new bugs I take it?

    ~Sol

  • I think Directsound works if you have a Creative card and special drivers. I'm not convinced Directsound is a viable audio engine for games any more, because it simply will not work for a significant number of users. You can carry on making games with it - but you might get a lot of your Vista users telling you they hear nothing. Because of this, I don't want Directsound to come with Construct any more, so it's deprecated and I plan on entirely removing it by 1.0.

    I'm hoping to completely reproduce Directsound's featureset in XAudio2 so it should be entirely possible to move your game over to the new plugin. XAudio2 also has many improvements on Directsound - I've finished adding OGG support now, which means it can play PCM, ADPCM, xWMA and OGG files on channels - whereas Directsound is stuck with just PCM. It's also got volume metering and other benefits. I really don't think Directsound should be kept as a plugin so I do insist that it is removed ASAP.

    This. All of it.

    ~Sol

  • I just figured out what was causing it... stupid Dreamscape. As soon as I paused the Dreamscene it started running 3x better. LOL idiot.

    ~Sol

  • I think I'm going to superman this thread.

    ~Sol