SoldjahBoy's Forum Posts

  • I cant reproduce the tiled background bug. Would you be able to tell me the following:

    width and height of the image

    width and height of the tiled background

    x and y of the tiled background

    This will help us reproduce it

    Sorry David, I think you posted that while I was out last night or something... looks like Faggatron beat me to it anyway, but the tiled background is like 2500 tall and about 30 wide, the image itself is like 30x80 maybe? If you want exact numbers I have to go get on my Construct PC so I can check.

    *EDIT*

    Also, cheers for the rework of the title screen image. What I'm going to do is replace those lines with more shading instead. The lines represent muscle folds, and they work better on a non-colour image. I will take them out like you did but replace them with some shading and it should look sweet then!

    her gun seems to go from pointing down to pointing up? is that intended?

    and lol, f-boobie

    What do you mean goes from pointing down to up? And yeah lol, I have to keep track of the layers somehow!

  • Lol I know what you mean Ash... before I bought this rig I was LONG overdue for a new system, and I had to get bits slowly until it could all be put together... I think I was buying things over a few months period before I got enough stuff to get it going. I only recently added the second video card.

    and Deadeye.... LOL.

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  • I get about 25 fps on everything maxxed on my laptop ($2200 one) ... I think you should try one of the Performance mods.

    Namely, this one: http://www.incrysis.com/forums/viewtopic.php?id=23117

    Use the 4-5 setting install and you'll likely see a noticable increase.

    Cheers I might give it a go, but with the expansion pack (Warhead) to be out soon, the engine is being fixed to run properly. Basically if it won't run on two GTX280's, then I'm not that interested in playing it lol. The Warhead expansion is supposedly going to optimize the game so it runs on a $1000 box, and not just two or three $1000 video cards.

    I don't really understand it myself... the game isn't THAT special graphics wise... so it shouldn't run so freaking BAD, especially on a computer as powerful as the one I just bought. Bloody ridiculous if you ask me.

    ~Sol

  • Not yet, I believe Ash has said there are plans for this.

    sweet

    Man, I hate spriting... it takes so long D:

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

    articulated sprites FTW!

  • stuff

    Awesome, will mess around with 3d box then.

    Also, yes I tend to agree... the reason it was WSAD was because it was set to look at mouse and I hadn't been bothered to change it back to anything else.

    There is an option to change the default controls in Construct during runtime isn't there? That way I can make a "player controls" menu option where it can be customised and saved in a .cfg file or .ini file.

    *EDIT*

    Ultimately this will be one of those games which will be best played with a gamepad in the end anyway.

  • HAHA NASA! loooooooool

    Cheers though.

    Unfortunately, Crysis on Ultra detail still runs at like 25fps-40fps... still not what I would really call "playable"... though on "high" detail it runs at around 70fps which is great, it just doesn't look at good. Everything else runs at 150fps+ which is awesome... Assassin's Creed runs at like 230fps in DX10 lol.

    This thing is wicked for Construct hahaha!

  • You could make mouse-aim just bend her torso, arms, and head ever so slightly in conjunction so that you get a decent range for firing. There could be a min/max angle for firing so it doesn't break the animation on the sprite, which means that you'd still have to move up/down in order to get things out of range.

    As for the chain sprite, make it the front face of another 3D box (leave the other faces blank) and it'll sort itself out

    Yes part of the animation sequence was going to be to articulate her body and arm so "aiming" was used more than tilting the body.

    The idea for the chain is awesome, I didn't even think of that, though will the 3d object support 24bit alpha PNG and leave the transparency? I will have to try it when I get back on to my Construct computer. Cheers mate.

    ~Sol

    for controls i just mean, is WASD? appropriate here. the controls are cramped and u cant excactly press wasd and shift easily. switch the controls 2 arrow keys and space/alt/M/N/ i use this setup in my WIP shump, it works fine. if you like i could post it in the creation topic.

    You only have left shift? I use right shift with my right hand, and WSAD are standard FPS controls. I plan to support changing of controls anyway so you will be able to customize them to your specific liking.

    also i find the way the character moves is awkward, a person on a jet pack doesnt fly straight down, they just let off the trust, dont make your character angle would be my suggestion. just make her fly up down, without changing direction, and make left right control which way you face.

    Yes, as stated before, I will be making animations to compensate for this... however the player will need to be able to aim in all directions for the purpose of how this game will function. The current character is simply a single frame of what will become a far more complex animation and angle system. For flying upwards and downwards, the player will be in more of a "superman" position, while the sideways direction will remain much the same. Diagonal angles will be compensated by having an articulated arm/body of the character so the arm will aim independently of the body's direction value, and the body will only change direction once the arm has reached it's maximum angle. At this stage, I am likely to go back to mouse aiming providing I can work out a few bugs I had with the general control of the character.

    if u have seeking missiles i suggest you dont need to move your body at all.

    Homing missiles will be but one of about 20 weapon types, I just started with them because they are so much fun!

    try to revise your game before you start, im saying this out of experience. the last thing you want is a badly thought out engine, with bad movement after youve made the first 5 levels. its happened to me and im telling you its horrible and should be avoided at all costs. plan your movement engine first before making it, how you want it, how it should play, how comftorable, these are questions you should ask yourself, and you should never rush into anything, its tempting at first, but you dont get much good out of doing it.

    I have made over 50 indie games over the last 10 or so years... thanks for the advice and all, but I am aware of testing and tweaking before level design even starts. The games engine will be fully completed before I start working on any level designs etc. and there will be plenty of uploads here for you guys to pull apart and suggest things. I appreciate the tip, but it kind of goes without saying.

    ~Sol

  • It's about 4 weeks old now.... still a baby xD

    For anyone that wants to know, it cost me around $5000 AUD and took over 3 weeks to get the parts in, as most the suppliers didn't have anything good enough in stock. The only thing I am looking at upgrading is the CPU, as the Q9300 was more of a temporary CPU since the EXTREME edition CPUs are REALLY expensive...

    Specs:

    -Intel Core2 Quad 9300 CPU

    -MSI P7N Diamond Motherboard (560 and 790 dual chipsets)

    -4Gb OCZ Reaper HPC 1066Mhz DDR2

    -1 x 400Gb Western Digital SATAII Hard Drive

    -2 x 1Tb GreenPower Western Digital SATAII Hard Drive

    -2 x Nvidia GTX280 1Gb Video Cards in SLI (yes I have 2 of the black beasts)

    -1000W Antec Truepower Quattro PSU

    -Pioneer 20X DVD Writer

    -Coolermaster Cosmos 1000 Case

    -2 x LG Flatron W2252TQ 22" LCD Screens (using DVI Connection)

    -Logitech G7 Mouse

    -Logitech G15 Keyboard

    -Altec Lansing ATP3 Speakers (I have some Logitech X-530s as well that I'm not using right now)

    -Microsoft Xbox360 Gamepad

    -Altec Lansing Stereo Headset with Mic

    And here are some pics:

    My dual screens

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/Photos/Image610.jpg">

    my case

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/Photos/Image611.jpg">

    close up of my case logo design

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/Photos/Image612.jpg">

    case open

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/Photos/Image613.jpg">

    dual video pwnage

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/Photos/Image614.jpg">

    hpc ram and cpu view

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/Photos/Image615.jpg">

    another view of the monolithic video cards and mainboard area

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/Photos/Image616.jpg">

    forward view of cpu and ram area

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/Photos/Image617.jpg">

    http://i2.photobucket.com/albums/y46/so ... age618.jpg

    and last but not least, a video of the "lights" in action

    Subscribe to Construct videos now

    ~Sol

  • Good job!!! This is a really good engine for a game. I fell in love with the artwork. The style is consistant and awesome.

    I have to say, though, that the player shouldn't rotate in any other direction except left or right. It feels strange.

    Thanks

    The rotate thing I'm going to fix up with some animation directions as well as a few other things I am toying with... like I said, this is merely a simple test, it is nowhere near a release of any kind, I just wanted to show you guys and get some general feedback.

    I'll try to work on some character animations today... it seems that is the next priority lol.

    ~Sol

    i like it but, i dunno, the controls suck. like really badly, also, u should replace those hanging cubes with 3d boxes i think itll look way cool like that

    Any suggestions for better controls? I tried using a "look at mouse" with a cross hair, but that was way more awkward. I also tried making the whole thing mouse driven, like point and click style, but that sucked even more. Personally I felt the 8 way gave it more of an arcade feel which is what I'm trying to go for, but if you have another way I can try I'll be more than happy to give it a go.

    Also, tried 3d cubes, it was my first thought actually... trouble is they "clip" over the top of the chain sprite on certain angles and it looks wrong, so I stuck with the 2D concrete block.

    ~Sol

  • > Just don't let it get to the point where you drop 5 extensions into a layout, give it art and you're done.

    >

    > Don't make the games for us

    >

    > I fully support ambiguous features though

    >

    I want my Match Three clone option dammit.

    Welcome to Construct.

    [Pac Man Clone]

    [Match Three Clone] *click*

    You've selected Match Three Clone. Now add your graphics.

    [Import Graphics]

    [Just Draw Some For Me] *click*

    Congratulations, your game is complete. Thank you for using Construct.

    LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL

  • > The thing with the walls disappearing is weird... it's just a tiled background image, not sure why it's doing that :/

    >

    That's a problem that's been around for a while now. I first encountered it back when making LHiT (I think I reported it... I can't remember now). I haven't made much with Construct since then, at least not stuff with tiled bg's, so I was just now reminded that the problem even exists.

    I guess a solution for now at least would be to break it down into smaller sections instead of using one long one. It's weird that it only seems to affect the vertically tiled walls and not the horizontal ones, or the background itself :/

    Anyway, I'll keep working on the game and see how far I get lol... anyone feels like chipping in with anything feel free... music, sfx, other graphics... whatever. Kudos!

    ~Sol

  • Device name: NVIDIA GeForce GTX280

    Pixel shader: 4

    Estimated VRAM: 1002 MB

    Motion blur: Yes

    and

    Device name: NVIDIA GeForce GTX280

    Pixel shader: 4

    Estimated VRAM: 1002 MB

    Motion blur: Yes

    yes, I have two of these puppies in SLI xD

  • HAHAHA thanks deadeye

    Yes I noticed the smoke trail issue after I uploaded

    The thing with the walls disappearing is weird... it's just a tiled background image, not sure why it's doing that :/

    Wasn't too fussed at this stage as they are only placeholder graphics for the walls... and yeah I will fix the "flip" of the character by adding some animation frames in there somehow.

    Cheers for the comments so far... if you have anything you would like to add in the way of ideas, feel free... I'm kind of making it up as I go along even though it's loosely based on another game.

    ~Sol

  • it may also help to make a condition that is inverted:

    IE.

    player is overplapping ladder (inverted)

    player is pressing up (inverted)

    -restore gravity to whatever you have it set to

    this way, if you do something like jump at the top, the gravity will set itself back to what its meant to be and it wont get stuck being 0.

  • Another way to do it, though it would be a little sloppier is to have a "counter" object which has the number of "bad guys" that you want to have... and compare that to the actual number of bad guys each time one or more is killed...

    essentially if the number of bad gys is less than the counter number, then spawn bad guys until the number is equal.

    deadeye's way of doing it is way cleaner though.