David's Recent Forum Activity

  • Um just a simple construct game I put together where u shoot familiar looking mushrooms. Left trigger zooms in, right trigger fires, and the left anologue sticks moves the cursor. I think I've implimented the code for deadzones etc correctly, does it 'feel' correct ?

  • <img src="http://badpacino.files.wordpress.com/2008/04/can27t-stop-the-music-784298.jpg">

  • Yeah apparently someone used a forward slash instead of a backwards slash and it broke everything

  • Out of interest, how many of you guys have a wired 360 controller, or a wireless 360 controller with a windows reciever? I just tried connected my 360 controller with windows xp, all i need to do was go here http://www.microsoft.com/hardware/gaming/download.mspx and download the drivers and tomb raider worked with the controller

  • Its quite simple. Tiled backgrounds render in a special way such that the uv co-ordinates wrap instead of clamp. So when a tiled background is rendered at a decimal place co-ordinate, the texture interpolation is grabbing colours from the right. You notice this something in low quality 3d games when people accidentally setup the wrapping incorrectly and you get trees that have a semitransparent line above them etc.

    This isn't necessarily a bug in some situations. If you have a tiled background that is a seamless texture, you expect the texture in calculated the interpolated pixels, to account for the pixels that are wrapped on the other side of the image.

    Ultimately when it comes down to it though...why are you using a tiled background for these tiles which you dont actually want to tile at all? The tiled background object is really for images that you want to repeat over and over again.

  • Search anything and you get 'this site is harmful'...oh goes the internetz are harmful!

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  • The splash effect at the bottom that uses 150 particles looks awesome! As for the water fall itself, that uses way too many particles lol. You could probably get decent results with a lot less and perhaps even using plasma...

    But yeah, love the splash at the bottom!

  • Create creates one object.

    Spawn will, for every instance of the object whos action you are calling (lets call it parent), create an object at the same co-ordinates and angle as the parent. Spawn is usually used if u want an enemy to spit out blood, or the soldiers to fire bullets, etc

  • Yep Never the less, its a nice way to scroll around, anyone making their own level editors should use that event rather than trying to create scrollbars or something (which is harder to make, and less intuative to use)

  • LOL!

  • It can be simplified to just:

    lerp(ScrollX,MouseX,0.03)

    lerp(ScrollY,MouseY,0.03)

    The 0.03 affects the speed...0.03 is about 1/32...

  • ScrollX-distance(MouseX,MouseY,ScrollX,ScrollY)/32*cos(angle(MouseX, MouseY, ScrollX, ScrollY))

    I'm sure that can be simplified...

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David

Member since 21 May, 2007

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