tulamide's Forum Posts

  • Blacksmith

    Please could you try harder to create something I don't like, that way I'll finally have something to complain about   <img src="smileys/smiley2.gif" border="0" align="middle" /> I'll try even more harder! <img src="smileys/smiley36.gif" border="0" align="middle" />

    Thank you once again for your helpful work! Your ability to get to the heart of the music with just a few words is amazing. And you're investing some of your time. Apart from the community getting an overview, it has become some kind of a compass to me. (If my intentions and your descriptions coincide, I've done my job right.) I really appreciate it!

    Seasky

    Thank you very much. I'll try hard to add a third favourite! <img src="smileys/smiley2.gif" border="0" align="middle" />

    Sylvain

    Thanks!

    My main workhorse is Reason 5, where I create most of the sounds from scratch with the various synths and samplers. I also use Reaper with a big collection of virtual instruments. The most important probably are Addictive Keys Studio Grand, which was part of a software collection that came with my masterkeyboard (btw. a really simple one, 49 full size keys, 4 endless knobs, 1 fader, pitch and modulation wheel), and the freeware instruments Crystal, Unifyer 3, Freehand Free and the DSK series. I also use Reaper for mastering, with free vst like BootEQ mk 2, Aradaz Maximizer, Ambience, epicVerb and W1 Limiter. But the most important tool to compose is ... your soul <img src="smileys/smiley1.gif" border="0" align="middle" />

  • It's about time...

    11 August 2013, Revision 4

    12 new music loops again! This time extreme sound experiments and a lot of melancholy. (Need to let a character die? Try "tears"...)

    You can hear a demo of all new loops here

    First post also updated. You find the download link in the first post, as always.

    And please say something. No matter what. There are a lot of people listening to the loops, why not drop a short line afterwards?

    Blacksmith

    There's work waiting for you! <img src="smileys/smiley4.gif" border="0" align="middle">

    -Silver-

    just nudging to let you know of a few new mini bites of inspiration <img src="smileys/smiley2.gif" border="0" align="middle">

  • ...but now its: move mouse right, screen turns left and vice versa..Hmm, that's weird. I programmed it to turn clockwise when mouse moves right, and counter-clockwise when mouse moves left. Anyway, it's pretty simple to invert it.

    Replace this:

    + System: InputSystem.RelMouseX Different to 0

    -> System: Add InputSystem.RelMouseX * 2 to global variable 'curRelAngle'

    with:

    + System: InputSystem.RelMouseX Different to 0

    -> System: Add InputSystem.RelMouseX * -1 * 2 to global variable 'curRelAngle'

    By multiplying RelMouseX with -1, the values invert. -5 becomes +5, 3 becomes -3, etc.

    You could use a variable that you set to +1 or -1 dependent on some user option, to let the gamer decide how to rotate.

    i swear this was my last question about this shooter issue <img src="smileys/smiley4.gif" border="0" align="middle" /> We'll see... <img src="smileys/smiley17.gif" border="0" align="middle" /> <img src="smileys/smiley4.gif" border="0" align="middle" />

  • In my attempt of finding a relatively easy solution to your problem, I made another approach. r2 of the cap, this time using the plugin "Input System". It has a nice expression called "Get relative mouseX", which keeps working even on the screen borders.

    Hopefully this one is closer to your vision?

    3D Shooter Control in 2D Topdown (r2).cap

  • Nice work! It's also versatile. Just a bit of tweaking here and there and it works as a top down ship simulation also. (Arr, Captain!)

    Good to see an advanced template for CC developers.

  • Thank you, clodius666 but this is one of the rare exceptions. My music is pretty much all I invest time for here on the forums <img src="smileys/smiley4.gif" border="0" align="middle">

    You didn't say a word about mouse movement instead of position data.

    EDIT: Actually you did, but I just yet discovered it. I don't know why I didn't recognize it the first time. Sorry!

    Else I might have led you to the following link, with one of lucid's last plugins for CC: new miniplugin (mouse movement)

    That should break the last barrier for your shooter. <img src="smileys/smiley2.gif" border="0" align="middle">

    I hope to see it sometime...

  • You're welcome <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • Here's an example. It is more simple in terms of learning curve. It uses two arrays. The first array contains the values that need to be sorted and the second array will contain the sorted values. During the process of sorting the content of the first array will be destroyed.

    Therefor you should either use that first array as a cache, or copy the resulting second array back to the first, whatever is the easiest for you (or makes more sense for your game's needs).

    sort_array.cap

  • Just calculate every angle regarding the player (the player sprite(s), the weapons, the bullets from his weapons, etc.) relative to the current screen rotation. Here's an example you can build upon. Refine it by making the rotation less direct, add ease-in/out, etc.

    3D Shooter Control in 2D Topdown.cap

  • Regarding sorting of arrays you might want to download my example game "Verve!".

    It contains a lot of helpful tricks and general algorithms. And of course it also shows a way of sorting an array. It uses an optimized algorithm for sorting large arrays in a very short time. If you just have something up to 10 or so entries, you might just want to use bubble sort:

    Basically compare a number with all the numbers in the array. If it is higher then you found the right position. If it is lower compare with the next position, etc.

    How to re-arrange/re-structure the array to insert the number is shown in "Verve!"

    Link: Verve!

  • Hey linkman2004

    one of the most polished plugins from CC revives on C2. Great! Here's just one mission for your brain that's not easy to implement, but important enough to be thought of:

    Did you manage to handle the zooming relative instead of absolute? Otherwise projects that support multiple resolutions using global zoom may run into problems, like with the original Magicam.

    Other than that I'm sure Magicam will become a de facto standard on C2, too!

  • I think it's pretty safe to say that there is one main reason why CC is still so popular:

    It's free.

    Arima said it already among other possible reasons, but I'm almost sure it's by far the main reason. A lot of young enthusiastic new developers simply don't have the money, esp. if they live in certain countries.

    For me, the only reason to not buy C2 is that I'm still not able to develop reasonably, because all that fancy new tech just doesn't work on my pc. Software rendering with inconsistent framerates from 9 to 30 make it a hell if you're used to thousands of fps for the same game.

    But money makes the world go 'round, if 'Cabaret' is right, and should be the main factor for most others.

    Ashley: Don't underestimate that effect. C2 could be the only, completely bug-free, most powerful development software. But it isn't free. And the second place comfortable game making software ... is CC. This is not about C2 free or not free, I'm just stressing that people, who have the choice between a shiny horse that costs or a dusty donkey for free will very often prefer the last one. That's people's nature.

  • You immediately can imagine a whole game just by the name. In my case that's unfortunately true! The first game name I got was "Neon Nudist Simulator" <img src="smileys/smiley36.gif" border="0" align="middle" />

  • We had a bit of a server glitch, but it should be fixed now!Not quite. The server is awfully slow at the moment. Or am I the only one experiencing this?

  • Yep, copy&paste is the way to go for now. But to be honest, it's an improvement. Some weeks ago the session just expired without notice, no chance to copy&paste.

    But I'll also hope for a fix soon...