vinny's Recent Forum Activity

  • the whole point of using loops and moving the object 1 pixel at a time is to ensure pixel perfect collision detection at every pixel but according to deadeye, it's just not possible to mix the two and achieve what i set out to do

  • inverse kinematics are a must for bones and rigging!!!

    i don't know if this is possible yet but if it is, i have yet to find out how to accomplish it and if it isn't, there should be a way to have animations like a breathing chest for example in addition to bone movement unless there already is a way to mix regular animations with the bone movement behavious ...

  • i read the article on time delta and came to the conclusion that using time delta is quite essential to keep games from doing the unexpected but at the same time, my first steps in using TGF taught me to use loops for pixel perfect collision detection so i went and did a little test to see if i could incorporate both but it appears that moving an object using time delta by itself and moving an object using time delta accompanied with a loop do not produce the same result!

    take a look at the attached .cap file to see the results

    note: there are things there that have been left unfinished because i just got lazy and went ahead and did the bare minimum required for what i wanted to see

  • i haven't tried this myself but try doing this:

    give the bullet a variable and name it "sfx" or whatever you want and you can default the value to whichever number out of the 9 you will be using

    + on collision between bullet and wall (or when bullet overlaps wall, try both)

    • set variable "sfx" to a random number between 0 and 8 (or 1 and 9, whatever)

    + (subevent) variable "sfx" is equal to 0

    • play bulletSFX0.mp3
    • destroy bullet

    + (subevent) variable "sfx" is equal to 1

    • play bulletSFX1.mp3
    • destroy bullet

    etc ...

    taking into account the order of events, this works in my head; the main event should generate a value for the variable, "sfx" and with the condition for bullet collision/overlapping already met in the main event all the subevents have left to do is check the value stored in the variable

    just make sure that the "destroy bullet" action is the last one made as you will require the value stored in the variable to choose which sound file to play

  • catalog all items in the items.ini file like you currently have but instead of a player.ini file, use save files:

    playername.save1.ini

    playername.save2.ini

    etc ...

    and instead of a characters.ini file you could perhaps have:

    enemies.ini

    dialogue.ini

    for the inventories, it's all a matter of reading the ini and loading the values into variables and the finding a pleasing way to display and interact with them. to make the items.ini work with the save files, you can give each item an index number and the player save file can just reference the index number instead of all the item's details

  • or you could download audacity (free) and edit the mp3 file to remove the silence at the end AND the beginning of the track ...

  • deadeye: somehow the glossy shine disappears during spring break, too busy having fun to wax and polish?

  • to those who don't know about last.fm, it's a website that tracks your musical tastes/preferences, shows you who/what you listen to most/least, gives you reccomendations on bands/artists, gives you a musical compatibility score compared to your friends/other users, and probably many other things

    here's my musical profile (add me as a friend!): http://www.last.fm/user/vinnyyang

    note: my playlist is currently set to play random songs so it's not properly skewed towards my true preferences but that will show over time

  • here are a few sprites i just made:

    <img src="http://i163.photobucket.com/albums/t294/vinnyang/templateSmallScale.gif"><img src="http://i163.photobucket.com/albums/t294/vinnyang/Charlie.gif"><img src="http://i163.photobucket.com/albums/t294/vinnyang/templateMaleReady.gif">

    the first and third sprite are for anyone to use, provided that they are willing to put in the effort to animate/complete the sprite

    the first one is of a smaller scale and should be easier to animate because the limbs are simply lines unlike the meaty limbs of the third sprite

    the second one is my rendition of deadeye's Charlie!

    basically for those who need a starting point and don't do so well with anatomy.

    enjoy, and let's see what everyone comes up with (i'll be doing my own animations as well, of course)!

  • very well deserved! congrats!

  • even though the waters are calm, they still have a significant amount of movement being out at sea and all so make sure to animate that chunk-o-blue you have!

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  • i am SOOO AMAZED at how you accomplished this! at first i thought you'd have used an array object or something to workout where to place the walls but the way you did it makes to so easy to create levels!

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vinny

Member since 30 Aug, 2007

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