David's Recent Forum Activity

  • You could just put your shadows on a new layer, make the shadows 100% opacity, and then make the layer itself 20% opacity...that will give you semitransparent shadows.

  • If you have an object thats gonna move really quickly from spot A to spotB...this is way of making something that looks like motion blur but without rendering all the inbetween frames.

  • So how did you make this btw? Did you use the timeline object or lots and lots of events?

  • Its a good feeling when people make suggests and we can say 'way ahead of ya mate!'

  • Just a quick example showing how pairer works. I'll explain better later

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  • Yeah pairer should be used for that situation...except i found a bug in it...once the bug is fixed I will release an example...but first I must finish watching Chobits

  • Well I was find, but it was... so like then, and it was all GRRRRRRRR!

    ~Sol

    Can anyone translate? I speak good Australian, but that's beyond me

  • I just wanna take some quotes from that site:

    [quote:5mgetp1h]L�VE is created by these stunningly handsome individuals. Do not hesitate to contact us if you have questions or comments. If e-mail is too personal for you, there's also the forum.

    [quote:5mgetp1h]we can now experience true L�VE via apt-get ... (^_^)/

    [quote:5mgetp1h]group hug the newbie thread

    Okay I cant be bothered finding more...but yeah...all I can say is...rainbows

    But the screenshots look pretty lol

  • Hey now theres an idea!

    Our debugger lets you change values of things at runtime...but it would be cool if you could actually modify edittime values via the runtime and runtime variables via the edittime. Something to add to the 'todo' list

  • [quote:cdu3v6zm]walking animations based on the terrain

    Heh I never thought of it like that but your right. you could potentially design it so theres two objects for the 'feet' and foot one moves, then foot two move, and the torso gets positioned between the two feet etc. The IK calculates the legs respectively, and your got a pretty damn awesome walk animation where going up steps and slopes looks completely natural (rather than players feet being over the edge).

    Man the possibilities :O

  • Hmm this is something someone should test. Create 10,000 sprites with a single image, check fps, then create 10,000 tiled backgrounds with the same size, check fps. They should be the same...if not then it should be looked into.

  • I used the recommending by microsoft deadzones...i tried lowering them a bit and i had 'troubles' so i kept them as they were, but i'll make them customisable

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David

Member since 21 May, 2007

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