Zotged's Forum Posts

  • 7 second adventure with the Search

    Works fine on the lastest 0.99.9

  • Dakka dakka dakka dakka dakka dakka dakka

    <img src="http://dl.dropbox.com/u/326175/lolshmup4.png">

  • Just drag and drop a sprite to a layer in the layer list.

  • I... don't think this thread is very resourceful.

    <img src="http://dl.dropbox.com/u/326175/test9-2.png">

    Picture related

  • Yeah, python libraries such as sqlite are in good use as well as lucid's 's'.

  • The first one is dynamic lights and shadows plus 205983 meshes and 3d boxes that make up the scene. It's quite 3d.

    Another similar scene:

    <img src="http://dl.dropbox.com/u/326175/asdqwesd10.JPG">

    The second one is a skybox with free camera that'll have dynamic weather and stuff, I just haven't implemented most of it yet.

    <img src="http://dl.dropbox.com/u/326175/Untitled-16.JPG">

    <img src="http://dl.dropbox.com/u/326175/Untitled-4.JPG">

    They are kind of spoilers but I'll let it slide.

    Edit:

    Looks very nice, are you building a point and click adventure?

    Can't tell. I don't plan that far ahead anyway. Figuring out core gameplay elements are part of the designing process? Who cares about that stuff. :3

    Dunno, it'll be cool if I end up spending time on it.

  • Are you talking about the level editor or the event editor? I don't really get what you mean, but you can select multiple sprites in the level editor by shift+left mouse clicking. You can also unselect stuff exactly the same way.

    You might be confusing something or you haven't noticed the shift modifier.

    Edit: Oh, right, you must've meant the actual sprite locking. My bad.

    Edit 2: Okay yeah that's exactly what you meant, makes for a nasty problem. I didn't find a way around it either now that I looked into it.

    Edit 3: Well, you could try arranging your stuff in layers and lock the layer instead, I'd expect it to be quite useful but then again I don't know what you're doing.

  • I'm doing a plugin for BulletML, a scriptable system for those crazy (and sane) bullet patterns you see in arcade shoot-em ups.

    Above sprites by Irem obviously

    Hell yes Kenta Cho stuff here I come!

    Oh, have these while we're at it. It's not like I'll be able to finish any of this in another year.

    <img src="http://dl.dropbox.com/u/326175/asdqwesd11.JPG">

    <img src="http://dl.dropbox.com/u/326175/iceeeeeeeeeeeeeee.jpg">

  • Well, you should be able to implement a rendering engine such as Trident or Gecko if you really want to but I'd expect it to be quite a hassle. There's basic http functionality too so yeah, you might be able to do something to the effect of having a browser in your project.

  • [quote:283tr7da]How do I prevent it from starting over and over again each tick?

    If Autoplay doesn't work try

    + System: Trigger once
    + MouseKeyboard: Key Space is down
    -> XAudio2: Autoplay file AppPath & "example.wav" (No loop)[/code:283tr7da]
    
    You can play any sound easily with the Autoplay trigger with XAudio2 but if you want more extensive control you can set your sounds to different channels. It might be a bit of an overkill to set every sound to a different channel as I'm sure they are mixed together when played instead of muting each other while overlapping.
    
    I prefer setting a channel for a whole category of sounds such as Player, Enemies, Environment and the like.
    
    [quote:283tr7da]Can I start the sound where it left off?
    
    You can pause and unpause sounds.
    [quote:283tr7da]Can I force it to loop if it ends?
    
    You can quit a loop on a channel.
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  • AltGr + Print screen grabs the current window. Cropping the game area shouldn't be too much of a hassle after that. I don't know whether there's a screen grabbing plugin as I've never needed one myself.

  • Hi. Experience with MMF generally translates to Construct at some level, once you'll get a grip you'll quickly notice how powerful Construct is compared to MMF. It's generally advisable to start with the Ghost Shooter and other tutorials, they'll show the basic workings on the software.

    http://sourceforge.net/apps/mediawiki/c ... =Tutorials

    The wiki indeed is a bit outdated and there isn't very extensive documentation either but looking at other people's caps can be a good starting point. Also to get an idea of the theory of development on Construct the wiki has numerous pages describing good practices.

  • I typoed something in Google in 2004 and it read "Zotged" right there. It took a few years to adapt it as a nick. Pretty much anyone can say it out loud no matter where they're from so it's nice in online games too.

    What I tried to google back then will likely remain a mystery till the end of time.

  • <img src="http://img442.imageshack.us/img442/9753/11740226.png">

    Last night I quickly drafted some ideas on IRC for you but you already left before I was done uploading. You might want to try a much more aggressive shading and use of tones. Also to shape things out: your trees have a kind of dark pillow shading around them but do note that when light is coming from the top you'll have to give the trees much more depth by making almost half of it, the underside, much darker than than highlights.

    The same goes for the ground pretty much, you can easily use more of the darkest tile color to fill the undersides of the stones. The grass seems to have rather nice variety now, you could add more of the darkest color and make it feel like it's "flowing" on the rocks so it could look more separated from the rocky ground.

    Anyway, it's getting there nicely!

  • Concerning gameplay you're out of the conversation's bounds. We're not talking about gameplay. Trust me here, I know my gameplay design but this conversation has nothing to do with it. Adding tweens does NOT make the animations longer in time, it just makes them look smoother.

    Please let's get back to the topic.