UberLou's Forum Posts

  • I didn't even check the bone behavior because i didn't see it on the changelist...it does seem to have been fixed. Awesome!

  • Davio: The bullet is actually independent of the animation. It fires from the center of the character to the mouse cursor, so it can be 100% accurate. You are right though that i'm trying to hide the fact that he doesnt have 360 aiming directions so the gun can be slightly off from where the bullet is actually going.

    Lucid and Madster: Thanks for the benchmarks. Madster I got your specs from the hardware thread.

  • Thanks guys!

    Deadeye: Thanks for the heads up. I've seemed to narrow it down to spawning instant hit bullets. If I turn off all the effects, i still get the framerate drop. Maybe I'm spawning too many at the same time? Too many collision checks?

    Genesys: I guess i got carried away, I'll turn down the effects on the smoke.

  • I've updated the first post with a new engine demo. Check it out for the download link and info.

  • Aeal: That may be true, but you don't need a bunch of internal text files, just use one global timeline object. Organize each cinematic, or chunk of text, into a timeline within that object and its pretty manageable. I have a lot of in game dialogue and I found it easier to use than an ini file. Maybe just preference.

  • Why not just use the timeline object for dialogue?

  • I put "trigger once" into a sub-event of "is global variable 'create slider'=1" and moved the actions into that sub-event. That seemed to work. It might also work to change 'create slider' back to 0 after its created.

  • Thanks for all of the replies. It's been awhile since I posted anything but I have been working hard on this game. I put up a new video on my website showing one of the enemies in the game. Here's the quickie link:

    http://louisferina.com/zenphoto/indie-games/Bugs/explodervid.flv.php

    Theres a "walking backwards" animation in there just for you deadeye.

  • It does kind of suck that you can't optimize a sprite a bit further by ignoring alpha. The biggest sprite in a game is usually the background sprite which also usually doesn't need an alpha channel. Even going further by having a 1-bit alpha option would help a lot especially for pixel art games.

    But like deadeye said, it is the way it is and you just have to work around it.

  • I made this .cap to try and find a crash I'm having in my game. This one isn't crashing so I figured I would comment it for a tutorial.

    The cap shows loading up the player character on the menu offscreen, then creating the player with spawn points (the red objects) once you enter the game and when changing layouts. It also uses a door trigger sprite (the pink objects)to handle changing layouts.

    The cap also shows a custom Fade In and Fade Out. It uses much less VRAM than a transition which is really useful for higher resolution projects.

    http://www.louisferina.com/games/switch_levels.cap

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  • 3D Studio Max has a similar feature to persist files but they are just layouts you can save. So by default, there is a UI directory in Max's file structure. There will be a startup UI file in there which will load on startup. The startup UI file will be saved on exit so the menus will look exactly how I left them when i return to Max. If i want to save my setup, ill save out an uberlou UI file which will be saved into the UI directory. If someone wants to load their own layout, they can do that from the preferences. If they want to revert to Construct's original layout, they can load up the default UI file.

    The point is, if i get an asset and open it up in my version of max, the menus and shortcuts will be exactly how I want. If someone else loads up that asset on their computer, the UI will be how they are comfortable with it.

  • It sounds like its the bug with having multiple instances of bone objects. Its submitted on the tracker here: http://sourceforge.net/tracker/?func=de ... id=1003219

  • Haha, yeah that is pretty ridiculous. It's not toooo bad if you zoom in and animate, but still...

    It's built pretty similar to the Aquaria character, I just added 1 weapon and split the torso up so I have some bend in the spine.

    <img src="http://www.louisferina.com/games/characterbones.jpg">

  • Is it possible to shut off the container highlighting when animating with the bone behavior?

    <img src="http://www.louisferina.com/games/containerbones.jpg">

    Its a little difficult to work with. I'd like to submit this as a feature request if theres no way to do so.

  • Nice game, really well done. I also get a crash trying to run the .cap though. The debugger says:

    "A crash inside the runtime has been intercepted"