David's Recent Forum Activity

  • 1. Put a panel on the screen

    2. Give it physics movement

    3. Tick gravity

    4....

    5. PROFIT

    But na, seems to work fine for me. I dont think we've changed it since the last few builds (I tried to update Box2d to the latest API, but now its having some problems with concave collisions).

    Perhaps if you could describe the problem a bit more

  • To be honest I think you should reconsider the design a bit. For a start, I'm not a big fan of horizontal gradients, nor horizontal moving banners. However, your logo is awesome, and the colour scheme is great, and your Tshirt looks really cool. Just keep in mind that people go to the site to see games and stuff, so the content is what should probably stand out.

  • Hackman can you please upload the obj file somewhere and send me a link? Or if you dont want to send me your obj (I'd much rather you send me the obj though ) , could you please try using this: http://assimp.sourceforge.net/main_viewer.html and seeing if it works?

  • Haha I accidentally got the settings wrong and recorded at a framerate higher than the playback...in other works, its playing back in slow motion...I'm about twice as fast as that normally! But anyways, its probably good it recorded it slow motion because you can see what i'm actually doing

    http://dl.dropbox.com/u/939828/GroundPainting.avi

    In about 10 minutes after this post that will have the video, its about 20 mbs

  • Ah sadly I dont have that video anymore

    But the trick with that art style is to use a low opacity brush and keep going over areas. You start by making the shape of the ground using a black opaque brush, then (since I used photoshop) you lock the transparency, and then you make a bright brush with an opacity of like 10, and you pretty much scribble... I'll record a new video for you, one sec

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  • Ah woops, fixed

  • FIRST POST!!

  • I like episodic stuff. It gives the developers more time to work on the game and make it polished. Rather than trying to bust out 50 levels they only work on 1/5th of the amount and it means the levels are better quality. Also, if the first episode is shit, they make the second one better, rather than having a whole game that is shit. Also, we dont have to wait as long (usually)

  • I made some serious changes to the 3d object for 0.99.91, so if u compile it you'll have to compile the runtime as well, else it wont work. We'll be releasing 0.99.91 soon

  • hahahaha awesome! Drunk mode is like impossible! Although I would have possibly used the wave effect in that mode to the 'drunkness' feel

  • dot product.

    Oh ignore 'cross' theres no such thing for 2d vectors.

    I made a plugin immediately after the post...only to realise you cant store arrays in private variables without a crash...bloody developers should fix that bug!

    ...

    oh wait...I'm a developer...F**K

  • Well you can use arrays in construct as {1,2} etc.

    So perhaps you have a private variable in your sprite called 'speed' and u set it to {1,2}... but then you want to set the length of that variable...

    All I can think of is something like:

    Set value 'speed' to vector.setLength('speed',10)

    .. so like...have:

    vector.setX

    vector.setY

    vector.setLength

    vector.setAngle

    and

    vector.x

    vector.y

    vector.length

    vector.angle

    and then some operational functions

    vector.add( v1, v2)

    vector.multiply(v1, v2)

    vector.subtract(v1, v2)

    vector.divide(v1, v2)

    vector.dot(v1, v2)

    vector.lerp(v1, v2, r)

    vector.distance(v1, v2)

    and some creational functions

    vector.left()

    vector.right()

    vector.up()

    vector.down()

    vector.one()

    vector.zero()

    and overloading the default expression i could make:

    vector(1,2)

    create the actual vector

    Shall I quickly program this and see how it goes?

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David

Member since 21 May, 2007

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