Ugotsta's Forum Posts

  • I haven't tried Aviary's Music Creator as yet, but I have to say, while Audiotool can be a bit complicated to learn, it's incredible for music creation.

    Then of course, there's the totally free and awesome, multi-platform (yes, iPad and iPhone as well as Windows, Mac and Linux) SunVox!

    SunVox seems to be the best suited for retro-style videogame music, in my opinion. :)

  • You're right Velojet, it definitely doesn't have the user-friendliness of Construct, I just thought it was interesting it used an event-sheet type of method for programming.

    And I believe you're right too Mipey, I didn't notice the dates on it, though I don't think 2008 is really too dated.

    I also didn't realize there were other IDEs or IDE enhancements that work somewhat similarly. Looks like there's quite a few!

  • Hi guys,

    Just wanted to mention this here as something I stumbled upon over at Sourceforge.

    <img src="http://dl.dropbox.com/u/41325628/pwct.jpg" border="0">

    PWCT seems to be a development environment that operates under the same premise as Construct, only it's for general use rather than specifically for games.

    I gave it a quick run-through and was able to chuck together a simple Hello World app in just a minute. Seems like it's incredibly promising as a method of building apps, just like Construct is for games. :)

    Cheers!

    David

  • I like this one myself. It's totally unique and gives some idea of a particular type of work/job. Plus your style and execution is great.

  • Yep, I've used that trick myself and here's a couple examples for anyone interested.

    http://dl.dropbox.com/u/41325628/magic-light.capx

    http://dl.dropbox.com/u/41325628/smoke.capx

    Cheers!

    -David

  • Yeah, I'll have to join the crowd, this is an incredible game, great design and execution!

    Funny though, I read that bit on hackernews about the guy who said the game had a bug because you control the male, etc. It's amazing that someone would say it's a bug when it's actually part of the game design.

    Cheers,

    David

  • Hiya qwiktags,

    I don't think you'd need AJAX to get the orientation, just javascript, as follows:

    http://www.devinrolsen.com/javascript-mobile-orientation-detection/

    Cheers,

    David

  • I really love the styling behind this game, them "chunky" graphics as Minor mentioned but the sound as well. Just takes me back to games of old like Pong and Quix. Pure style, awesome job!

    Just a couple things I noticed which I'm guessing you've already noticed but I was able to get the ball to disappear off the left edge of the screen at one point and the game didn't register anything.

    I also was able to get the ball's angle at perfectly 45 degrees so it was stuck indefinitely on the x axis.

    Again though, I really dig that style.

    Cheers,

    David

  • Wow, incredibly news comes around here daily! Not only did I just grab the latest update of Construct which is simply stunning given the amount of indispensable additions in there, but I just ran through a number of tests using Chrome and it's substantially faster in executing my projects, which I hope to be posting very soon.

    This is just awesome.

  • That's great news, and hopefully the browsers get up to speed with audio support quickly. I realize Construct is designed for game development but that type of audio processing would enable creation of Apps like Audiotool.com using it.

    I always wanted to try and build a game surrounding modular audio. :)

  • Yeah, very cool stuff! I was wondering how that could best be done myself.

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  • Ah, thanks Ashley, didn't realize that expression provided the file dimensions! It's incredibly useful when doing skinnable/themeable games, something I'm working toward.

    Many thanks too for one amazing app!

    Something about the workflow with this thing entails I can throw ideas together twice as fast as I did with GameMaker. Incidentally, with GameMaker, I usually just went right to the code, which somewhat defeats the purpose. :)

    Cheers,

    David

  • I've tried it myself, and the sprites of course change in the game to whatever graphics you replace them with, but using the dimensions set for the initial sprite. I was hoping there would be a way to change the dimensions to match whatever the original image dimensions are.

    Basically, I was hoping to make a skinnable game, which is possible without changing dimensions, but I could use being able to change those dimensions to match the actual image's dimensions at runtime, where those images may vary.

    Oddly, I just realized a method by which this could be done in my case. I'll post that back here if I can throw together an example quickly enough.

    Thanks for going through this one with me! Much appreciated! :)

    Cheers,

    David

  • Hehe, that does seem very unclear in looking back at it, "changed at the url"!

    What I mean is that if you decide to swap out game images for larger images after the game has been exported, is there a way to get the new image's dimensions?

  • Hi everyone,

    Does anyone know of a way to get a sprite's original image dimensions at runtime?

    Basically, if an image is changed at the url, can we get that image's dimensions to adjust for its size?

    Thanks for any input on this,

    David