deadeye's Recent Forum Activity

  • Short hair, brunette. Boi-oi-oi-oi-oing!

  • I think it's more likely that his brains have been hijacked by Jim Beam

  • It's no reason to turn away new users because you're afraid that will happen.

    I would never turn someone away just because they're... incoherent. I'm usually (well, sometimes) (um, okay... occasionally) helpful.

    But that doesn't mean I don't secretly want to strangle them muahahaha

  • Can you post a .cap file reproducing this?

    I think I couldn't reproduce it on my 8800 GT last time this was reported, and last time I decided it might have been an issue with drivers. Try updating your graphics card drivers and see if that helps.

    Okay, it turns out that I did need to update my graphics card drivers, so I updated, but that didn't help any. It's still happening.

    http://www.fileshack.us/get_file.php?id ... glitch.cap

    Instructions in the .cap. I even made a circles around the areas where the tiles separate, so you know exactly where to look.

    After you run it, try zooming the layer and you'll see that the effect gets even worse. That is, if you're able to reproduce it at all.

  • One other request I have is, if a platform object collides with a "wall" for example... can you add something in there that can make the animation "stop" instead of insisting on playing?l

    Heh, I'm going to cover this in my tutorial, under the intro to detectors

    If you have left/right detectors attached to your platform object then you can shut off the animation when one is intersecting the wall.

    Alternately, if you don't want to use detectors, you could do it by checking if the x coordinate is the same as it was the previous frame. So like, if the player is pushing the run key but the character isn't moving... well, you get the idea

  • Would you please stop this stereotypical thinking?

    You know how people say "it's stereotypical because it's true," but it turns out it's not actually true? This isn't one of those things. I post on a few game dev sites pretty regularly, this kind of thing happens a lot.

    It will happen here too. In fact it already has, just not as as much. It's just something you have to learn to live with.

    Still a little annoying though.

  • Picking is handled automatically for a lot of things.

    For instance, if you say "sprite is overlapping ground -> destroy sprite" then only the sprites that meet the condition are picked and destroyed.

    If you know the unique ID of an object, you can pick it that way as well.

    If there are no easy ways to pick like that, or you know you will have situations where some objects might meet similar criteria, you can make your own ways to pick with variables. Give each of your sprites a private variable, and make it unique. Then you can do "sprite.value('myvariable') equals whatever -> do something."

  • Yeah, I still get this too. I found the bug report I posted back in February:

    http://sourceforge.net/tracker/index.ph ... id=1003219

    Looks like it's still open.

    Edit: Those .caps no longer work under the current build, but the problem still exists.

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  • Very cool looking

    Any more problems with the animation in your engine, or did you get that all sorted out?

  • I really don't think it's as easy as you're trying to make it out to be. And how exactly was I being a smartass?

  • Well, yeah, I guess so.

    How about this: Instead of the code being one number, it's four separate numbers, one each in it's own variable.

    Then there's a computerSum variable in the computer that adds them all up.

    Then there's another variable called buttonSum that is empty, waiting for the player to enter numbers.

    Then there's a counter that counts the number of button presses.

    When the player pushes a button, a quick check is made to see if that number matches any of the pieces of the code. If so, it adds the number to buttonSum. If not, then buttonSum and the counter are reset to 0.

    When the counter reaches 4, then buttonSum and computerSum are compared. If they're the same, the door opens. If not, then buttonSum and the counter are reset to 0.

  • Sure Jeswen, isometric is easy... if the world is completely flat.

    Somehow I doubt that's what Posessed wants though.

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deadeye

Member since 11 Nov, 2007

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