SoldjahBoy's Forum Posts

  • Whoa!!!

    I did not know it was that expensive...Nevermind for now lol I'll stick with my Paint.NET and GIMP lol.

    Well, for more simple work you can always get Photoshop Elements... it has most of the main features of Photoshop but leaves out some stuff that will typically only be used by very advanced users or professionals. I use it for commercial design work as well as doing stuff like spriting, so I have the expensive version. You should be able to get elements for around $150 AUD (I guess it depends where you live) as opposed to the $2000 AUD or so for CS3.

  • Sorry if this has been asked already, but I couldn't find it anywhere...

    The minimap would be even more awesome if you could insert little graphics or icons in place of the plotted "dots". I know you can make certain things different colours and all, but having main objectives as a ! or T for "target" etc would be very useful. Not sure how hard this would be, but if it's easy enough to just throw in there somewhere I would be extremely grateful.

    ~Sol

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  • I am trying to reproduce the problem, but so far I have not had a crash or anything... can you make a step by step description of what you did to make it happen so I can try to reproduce it?

  • Ah dang, hang on guys sorry lol... should be fixed now.

  • That's hawt :drool:

    Gives me some inspiration to do something col with my title screen!

    Unless you are offering? Well ok if you REALLY want to... XD

  • Hey man that's great! It becomes VERY usable even on a slower machine if you make it a realistic size for what your average game might call for. I reduced the rate to about 30, and the random width to about 30 and the random size to 10... then it became the perfect size for a pixel perfect inferno and ran perfectly on my laptop. PERFECT!

    ~Sol

  • Right, so... I have been messing around for the last 3-4 hours with my character animations, and I think I have gotten it down pretty well so far. There is still some need for additions and fine tuning, and I ended up using only the original "side view" and ditched the front and back views of the character which were going to be for the "up" and "down" directions.

    I have now fully articulated the arm so it swings 360�, yet retains proper z-order with the body so it doesn't look "wrong". This way you can now aim behind you... the character casually swings her arm across the front and aims behind in true John Woo "I'm not looking where I'm aiming, but YOU DIE ANYWAY!" fashion.

    Making the head tilt as well turned out to be a bigger problem than I thought. I can make it have a nice 15� range for up and down, but for some reason it will not mirror when the character turns around... it's stuck looking to the right when I have this option coded in. Don't know why, don't really care to be honest... ended up using a cool but simple "look left or right" head movement, which switches when you turn a few moments before your body turns. The characters spare arm also moves around based on your current angle, but I'm going to tweak this because it looks funny at times. You may also notice some subtle shader based animation using "warp" if you are sitting still... though it's there when moving it's just not as noticable.

    A weird bug that has appeared now that the character is made up of several "bits" is that you can now fly right through some, but not all of the "walls" which boundry the level. It seems the horizontal walls can be flown through if you are travelling left only, and the horizontal walls if you are travelling up (I think it was up). Making new events for "If player collides with wall > stop" or "player is overlapping wall > stop" don't seem to do anything... can't figure that one out. I tried using a container for the player and her parts, then tried again without... any hints as to why this is happening would be great :/

    Anyway, there are a fair few bugs and things I need to sort out, but again I ask for you guys to have a look and give some feedback on the current player movement changes/improvements (I hope they are improvements!) so without further rambling... here is the link to the next test installment.

    http://www.fileden.com/files/2007/8/21/ ... alpha2.rar

    Hope you guys like it.

    Mouse aiming is back by the way enjoy.

    *EDIT*

    known bugs:

    -player clips through walls

    -"dash" attack needs alignment fixing

    -booster on players back needs adjustment

    -arm movement looks a bit funny on certain angles or if player mouse is ontop of character

  • Thanks for the kind offer!!!I will keep you in mind especially once I purchase photoshop. What version of PS to you use by the way? CS3? Thats probably what I'll get. Thanks again guys!!!! Bye!!!!

    I just have CS (the first one)... I never buy the latest version because I can never afford it :/

    They will be much the same though, I don't think CS3 has many new options that are considered "must have".

  • The back view (for flying downwards) is coming along so far... Obviously it's the wrong way up at the moment, but I find things easier to draw with the top at the top etc, then rotate it around 180� afterward. Now the big question.... to G or not to G?

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/Photoshop/screenshot2.jpg">

  • I forgot to say awesome in my last post... so... yeah.

  • Long thread is long.

    Good effort is good.

    Short post is short.

    Keep it up, if you are using Photoshop or a similar program for doing your graphics... I am always happy to give some pointers! Let me know if you want to know the best/easiest way to do something, keeping in mind I know Photoshop the best. Good luck!

    ~Sol

  • Not having Construct on this computer makes baby Jesus cry...

    IWANTOSEEIT!!!1!

  • :shock: Woaaah!! They must run a bitch!! Have you played any late games like crysis under them? Know the fps on a newish game?

    Yeah, Crysis still runs a bit bad though... it's because that game is programmed like crap.

    Not to get off topic here, but here are some framerates I get on various things, running DX10 in Vista Home Premium:

    Crysis

    Medium Detail - 100-130+ fps

    High Detail - 50-70+ fps

    Very High Detail - 20-40+ fps

    Assassins Creed

    Very High Detail - 170-230+ fps

    Racedriver GRID

    Very High Detail - 120-150+ fps

    Mass Effect

    Very High Detail - 150-200+ fps

    3D Mark 06

    Return to Proxycon - rough average fps 50-60

    Cellfactor

    Very High Detail (motion blur on) - 20-30 fps

    Very high Detail (motion blur off) - 60 fps constant (capped)

    And don't bother with cloth dynamics, I got like 1 fps lol.

  • Wow.. 1000 watt PSU , with the dual screens..

    Bet it uses a load of power

    Yeah, but it's mainly the video cards. Each one uses around 450W 40A each... the PSU is 1000W 100A, and I have on the rare occasion (mainly when running benchmarks) had one of the two cards undervolt and shut down... there's not a lot of spare room in there lol.

    The dual screens are mainly for use with Photoshop... the second screen is off most of the time unless I am designing, or doing video editing. Damn handy though having it... I can watch a movie or TV show on fullscreen and still surf the net or play a game on the second screen .

  • <img src="http://www.ntsc-uk.com/reviews/ngc/PN03/01.jpg">

    First thing I thought of when seeing that, hehe. There have of course been others, but for whatever reason that one stuck out first.

    I like the sprite. Hopefully you have a good config for animation, and aren't doing full detail frame by frame

    lol poser render...

    Cheers... I do indeed have an idea for full animation. Every part of the character is a seperate layer in Photoshop, so I will be making the character out of several articulated jointed parts. This way I will be able to have simple things like breathing and swaying arms while "still" etc etc, without having to painstakingly animate every damn frame!

    *EDIT*

    Oops, forgot to thank David for fixing that bug lol... I guess it will be one of the bug fixes in the next release! Cheers mate

    ~Sol