UberLou's Forum Posts

  • Worked well for me. Can't wait for the 360 controller support!

  • Hey thanks for the help and the explanation, that helped me to understand what was going on. It worked except for the flipping at 180, like you said, but it's a much smoother result.

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  • Man, I'd love to take a look at your cap file to see how you handled the combo system and the dialog boxes!

    The chat is pretty easy to do. I did make my own system, but I'm redoing it now that there's a Timeline object. Check out this thread: . It covers pretty much everything. To change the picture of the person talking, just set one of the parameters to the name of the person and change the picture sprite accordingly.

    I don't want to release my whole cap (it's also pretty messy), but I'll see about making a combo system tutorial.

    Please do make a game out of this .

    Thanks Rich, I'm trying!

  • I'm trying to make a turret like object with 3 parts to it. The top part rotates exactly to where it should be facing. The middle should be half the angle of the top and bottom. The bottom rotates slowly. The problem occurs when the bottom part crosses the 360 and 0 angles. The equation doesn't work anymore: middle.Angle=(top.Angle+bottom.Angle)*0.5 I need this equation to work because the bottom part may be rotating to other angles in my game and not just stopping when it meets the top angle.

    Any ideas?

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

    Thanks

  • Is that custom made or is it a platforming option which I've overlooked?

    Yup, stainsor answered it. I did make my own jump sustain though since I set the platform behavior to ignore input. If you need to do that, just make a timer variable that counts down to 0, and keep jumping until the jump button is released or the timer hits 0.

  • Thanks for all the comments. The blurriness may be due to jpg compression. I only noticed it looking closer at the image, but don't see the same blurriness when playing. When I put out another demo, I guess I'll see if thats a real problem.

    I know some like the pixel art style better, but really it's much faster for me to do the graphics this way. Sorry!

    Good feedback deadeye. It'll be tough to make both parts of her suit stand out since they are very contrasty. I will be adding more elements into the background so hopefully that will help to push the character out. I'll have to remember to do the grayscale\squint test to make sure the character stands out.

  • I'd like to request a feature for inserting comments into the add\edit window for variables. When I come back to a system that I haven't used in awhile, I have to track down variables to figure out what I used them for. Especially for bigger games, it would be nice to have a note right next to the variable.

  • I decided to go with a hi-res look instead of the pixel art style. Still working it out, but here's a screenshot of the outdoor area.

    <img src="http://www.louisferina.com/games/screenshot01.jpg">

  • Yup, its a 3d model.

    This is the same model, just rendered out more like pixel art.

    <img src="http://www.louisferina.com/games/AAG_test04.gif">

    I'm still a huge fan of pixel art, I just wanted to test out the HD version. Maybe a hybrid of the two?

  • Great stuff so far!

    Started testing out higher-res graphics for my game instead of a pixel art style. Not sure which way I'm going to go.

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

  • I don't think there is a way to add more parameters. Some more suggestions for the Timeline object:

    1) drag and drop reordering of entries

    2) a way to reorder timelines

    3) copy and paste entries

    4) double clicking the timeline object in the object bar should bring up the edit window

  • For me, this is the first must have game for the PS3. If its more than hype, I'll be joining the PS3 crowd.

    Soldjah, it's well known that the footage from E3 was faked.

  • Wow, that timeline object is going to make in-game cinematics so much easier. Awesome job!

  • They show the bone setup in this design tour video: http://www.vimeo.com/2694367 It's about 2 minutes into the video. The whole thing is a pretty good watch though.

  • Is it possible to use the same sprite across multiple bones? For example, I wanted to make a worm-like creature with just 3 sprites: head, body and tail. The body sprite would be repeated multiple times, but for optimization, I don't want to create 10 of the same body object. If that's not possible, then I guess I'm requesting that as a feature

    Maybe a good way to do this would be to have an actual bone object instead of a behavior. Then you can select the bone and assign it a sprite. Just a thought, thats probably more of a rewrite than a feature request.

    -Lou