David's Recent Forum Activity

  • <img src="http://img371.imageshack.us/img371/7007/screenshot2432rq3.png">

    I cant release the cap yet because it uses the new pair plugin and the spring action in physics, but anyway I put this together. Left clicking creates a part to the tower, which connects to the 2 nearest objects.

    Can anyone guess where I got my inspiration And also can anyone guess how many events I used?

    Oh crap its 4am...

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  • HAHAHAHHAHAHAHAHAHaHHA OMG OMG OMG

    That is hillarious! Still its free publicity I guess

  • One technique for animations if you use photoshop is to create an image, say 128x128, and draw each frame as a separate layer...or use folders if you require more than 1 layer....then you can flick them on and off and photoshop has some neat features, like the ability to export each layer as separate files, or export as an animaton, etc. Thats how the graphics were done for braid.

    http://www.davidhellman.net/braid/anima ... s-main.zip

    Then you can just use the import dialog in the animation bar to bring them in.

  • Plugin should appear next build

  • Cant forget Corey!

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  • Thats the Australian Emu mate! Them teeth can rip right through a bloody crocodile!

  • lol thats true....VB...the true bogan beer

    BTW for all you non-australians out there this is the perfect example of a bogan...

    BLOKE MAN

    I drink Carton Cold, TEDS, Canadian Club, Southern Comfort, Jack Daniels, Techilla shots and Jagerbombs!

    God dammit I am hungry now!

  • Jim Beam...you bogan!

  • When you make your isometric walls, be sure to create two separate objects, one that is a flat collision mask, and one that's the wall itself, because you will only want the collisions to occur on the base of the wall. While it is a planned feature to add custom collision masks, it hasn't been done yet so that technique is the next best thing

    Also try out the 'for each ordered' condition. Add a family like blue or something to every object that is isometric, and then loop each blue ordered by its Y position, and bring it to the front. That will make the player go behind and in front of walls etc.

  • Was my example of any help?

    It has 600 spaceships and 1200 turrets (approx) and runs at 300 fps... assuming only a couple of spaceships are on the screen at once...

  • For now, see my example

    However, I'm currently designing a pairer plugin that will be heaps faster because it will have direct pointers to objects, so instead of 360000 it will just be 600 iterations...if it works of course

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David

Member since 21 May, 2007

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