SoldjahBoy's Forum Posts

  • There's a minimap object already? How the hell did I miss that?

    Anyway... Maybe for an online object, perhaps it can be mode switched between automatic and manual?? I just hate having to add the same crap for EVERY object, like X,Y position, direction, speed, etc etc... stuff that could easily be controlled automatically seeing as it's virtually a given that it is added for anything that moves. I guess having it controlled manually as well could leave more scope for certain specific event styles, or allow customisation for laggy internet connections. Either way, I'll be happy, even if I DO have to add all the boring samey crap into the event sheets for the object controls and tracking.

  • Lol Gullanian, I think you've found your guy

    What? Where?

    *runs*

    No, seriously... I'm not perfect, I've had my days... but I can at least give some tips as to what you need to be looking out for. Having said that, each market is different and trends in different ways, but for the most part the applied methods are still the same. The course I did was for 5 days, 8 hours a day, and cost me $6500... I made my course money back on the last two days of the course as we were doing live trades in the seminar with our instructor (who also happens to be a good friend of mine). Most of the other people made thier money back as well, so essentially we all got it done for free.

    The only thing I can really stress to you, is if you start to get emotionally involved with it... just cut your loses and stop. If you start to lose and get all worried about how you are going to recover, you start making mistakes without realising it and it WILL get worse I can guaruntee that.

    Also make sure you are constantly checking your hourly high's and low's, and calculating your averages... plus keep an eye on the mean price and floating averages as they will indicate which way the market is trending for that hour.

    Also, I suggest checking out a web based program (you have to pay for it, but you can see what it's about for free) called SPI SURFER. It's a prediction software that gives you the daily major levels for the Sydney Stock Exchange, and it's accurate within 1 point.

    If you have any direct questions to ask, then as I said, feel free to fire away... I'll help where I can!

    ~Sol

  • DOH lol, this crappy computer can't run it... gotta wait until I can get out to the workshop and use the good computer to check it out.

    "Direct X 9 is not installed blah blah blah..."

    Me =

    D:

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  • Also, I have to say... OpenGL is a lot harder to code with than DirectX... plus it is far inferior when it comes to certain draw modes/effects as DirectX has modules already made to support certain features. OpenGL is certainly capable of doing the same things as DirectX, but it is WAY harder to achieve.

  • Most Isometric games get around this problem by making the 2 walls that you normally can't see, go transparent when you walk near them. That way you can see your player guy, as well as any switches/doors on those walls. Trying to rotate the view is probably the HARDEST way of getting around this problem (that I like to call ISO-Syndrome). The other big challenge you will face when going isometric view is that the graphics required for your game are automatically 10x more complicated than a side view game, and about 4X more complicated than an overhead view game. I would highly suggest checking out how games like "Alien Shooter Vengence" works in terms of how it handles the isometric view with the play mechanics you have mentioned.

    ~Sol

  • I'm a qualified SPI trader for the Sydney Stock Exchange in futures trading... It's really easy to make money if you know what you are doing, but even easier to lose it if you think you know what you are doing. I average around $300 a day from futures trading. Some days you get a little lucky and end up in the $1000's but I've had my days where I have lost up to $10k.

    Currently, since I started trading a year ago... I am about $50k up.

    If you want any tips, ask away.

    ~Sol

  • Online Multiplayer Object - preferably something that automatically controls object positions so you dont have to manually assign packets for every single freaking thing like in the MOO objects for TGF/MMF.

    Minimap Object - for making minimaps easily... would be nice if they had a "scale" feature as well so you could toggle the area around the tracked object easily.

    Inventory Control Object - Inventory control has always been a struggle in making any kind of RPG game, or any game really if you can carry more than 2 things at a time... Some kind of inventory with visual array would be really nice. This is the one thing that always annoyed me the most when making RPGs, and is usually why I never committed myself to sticking with an RPG style game... Making inventory screens that work well always sucks.

    Dynamic Path Movement - OK so path movement sucks becuase it just follows a single path... but how about dynamic path movement? Draw your path(s), with intersections and all... and the object follwing the path will randomly choose which part of the path to take! This would be awesome for example say, enemies that could go along several corridors in a top down shooter game, but you want an element of random choices instead of knowing exactly where the enemy will go each time... or cars being able to pick which road they want to drive on. Turn here or go straight?

    Just some ideas I have at the moment... will add more as I think of them.

    ~Sol

  • Hell yeah, sigs off and word filter as an option! Now I can run my potty mouth, and I don't have to look at anyone's signature any more!

    QFT brother. Amen.

  • Might take a little readjustment, but it seems nicer so far

  • > I had the same collision problems with the 3D box object, so I turned collision off on the box and made a simple sprite object that was the same dimensions/position as the box and that now works properly. I guess you could do the same thing with physics objects as well?

    >

    No, the collision stuff is completely different for physics objects as it is for plain sprites. Yes, you can detect if a physics object is overlapping a per-pixel collision sprite, but it won't interact with it in a physics simulation.

    Ah yes of course... my brain doesn't work at night lol XD

  • Davion

    Well, acctually the cars are going to start off more junk-heap, and as you earn money you will be able to upgrade your car cosmetically... so junk heap GUI will be cool... the city will look more junkheap than the current mock-shot anyway as it will be littered with junked cars, piles of rubble, blast craters, and collapsed infrastructure.

    alee

    Cheers mate, glad you like it. This game is more deathmatch but with a touch of MMO in the way you will earn career money, and be able to spend it making your car better... though mostly the game will be skill based combat so even a plebby car can still beat a fully fixed up one.

  • Heh future pinball was cool. I made a few tables with that in the past, quite complicated tables in fact... I wonder where they got to?

    Also, I had the same collision problems with the 3D box object, so I turned collision off on the box and made a simple sprite object that was the same dimensions/position as the box and that now works properly. I guess you could do the same thing with physics objects as well?

  • Nice touch to the ground etc... I like it... it's subtle but looks great. I noticed it runs a bit slower though on the laptop... on my main PC it doesn't seem to affect performance at all. Can't wait to see if you have any luck with multiple light sources!

  • I have to say this is an exceptionally good idea. I like the line of thinking when it comes to expansions etc... but even patching your own game with updates and fixes. If an existing "script module" already exists, then it would be overwritten with the new one, if say making a patch for example. This would save major rebuilds and distributions of large games, particularly once you start getting into the 100's of Mbs for a game (like CarKill will likely end up being).

    Consider this signed by me.

  • Might be interested in doing a post-apocalyptic interface for the in-game portion if you're interested.

    I'm all about grungy and beat up stuff.

    Go for it

    Screen resolution 1024 x 768... obviously try to make it as compact as possible without being too tiny to read/decipher... other than that, knock yourself out, I'll be interested to see what you come up with!

    PS. If you need the fonts for "CarKill" or anything like that then let me know... I'll find out what they are and give you a link