deadeye's Recent Forum Activity

  • Very educational. Excellent example, linkman

  • It's a good example of why you should use Linear for high-res graphics.

    On the other hand, everyone should keep in mind that for low-res pixel art Point sampling is often the best bet. Linear does make for smoother scrolling, but it will also slightly blur your pixel art. If that's the look you're going for, then fine, but to keep your pixel art crisp, Point is the way to go.

    Not to mention that at low resolutions, you won't notice the strange jumpiness when scrolling because everything is blocky anyway.

    You know what... I just thought of something. The problem with separation between tiles in scrolling games that some people have... it may be due to the fact that the movement behaviors are operating on a sub-pixel level, but the Point rendering is operating on a whole pixel level. Could that be the problem?

  • By the way what is the tickcount for im not 100% sure even though i used it.

    This is why I am a firm believer in commenting everything in your program.

  • > Anyway, I decided to check out a speedrun of the game, and holy mother of god. I had no idea you could break the game so badly. In the speedrun I watched the dude does all of Ravenholm in under one minute and ten seconds. WTF.

    >

    > Check it out here: Direct link to the Ravenholm part (Google video)

    >

    > He also does all of Highway 17 without the car

    > here's definitely some cheating going off there, he sprints the entire game without losing stamina, and also does some unexplainable things without exploiting bugs. Something fishy there.

    He's not sprinting, the power meter doesn't show up in the corner. From what I understand, he builds up momentum (or creates it by glitching off of an object) and hops repeatedly. The hopping preserves the momemtum because he's not on the ground long enough for friction to slow him down.

    As for the flying trick, they're using a macro to jump off of held objects repeatedly.

    Anyways, yeah... it's an official Speed Demos Archive entry, and they don't allow cheating there. If they were doing something they didn't say they wouldn't have the top spot on the site, it would be disqualified.

    http://speeddemosarchive.com/HalfLife2.html

    They also explain a lot of the tricks they do on that page.

  • Check "Destroy on startup" in the Attributes section of the object's properties.

    Then when you need to create it during run-time, use the System action "Create object."

    Edit:

    Oh, you mean you don't want them cluttering up the layout itself while you're working in the IDE? I dunno. You'll just have to stick them somewhere. You could always just use the Hide feature if they're in your way or whatever.

    Edit 2:

    The "Hide Selected" option appears not to be working (it's grayed out). But the "Hide Unselected" and "Unhide All" are working ok.

  • Do the asteroid need to always be in the same place? I'm guessing no because asteroids generally move. Anyway, you could have your asteroids spawn just off-screen in the direction that the player is moving.

    Then give them a count-down timer to destroy themselves after they've been offscreen a while. That way it won't look funny if the player turns around and goes the other way because the asteroids they just passed by will still be there. You probably wouldn't need to keep them around for more than a few seconds.

  • kk, i tried it in photoshop, u just need to make a layer mask and save for web,

    Huh? I guess that's one way of doing it. Another way would be to not flatten your image and just save as .png. The transparency will be saved automatically.

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  • Welp, I finished HL2 (actually a few days ago but whatever). Awesome game. I thought the ending was kinda weak though.

    Anyway, I decided to check out a speedrun of the game, and holy mother of god. I had no idea you could break the game so badly. In the speedrun I watched the dude does all of Ravenholm in under one minute and ten seconds. WTF.

    Check it out here: Direct link to the Ravenholm part (Google video)

    He also does all of Highway 17 without the car

  • but I think even photoshop doesn't have a separate alpha channel editor

    Actually it does, but you don't really ever need to used it unless you're doing really advanced stuff. And messing with the alpha channel separately from the image is not something you want to do unless you really know what you're doing.

    As for QuaziGNRLnose: The image editor does automatically handle alpha already, but the best way to get total control over your graphics is to use a separate graphics program like Photoshop or GIMP, then export .png with transparency. Construct will import the transparency no problem.

    Even if the image editor is beefed up with a lot more options, it will never have the functionality of a dedicated graphics program like Photoshop.

    Or WILL IT?

  • There could be a mode where the display is V-synced, but the runtime returns a constant value for TimeDelta. For example, if TimeDelta always returns 0.01 regardless of the real value, the built in behaviors and any custom timedelta-based movements would be absolutely exact and work the same way every time.

    Actually that makes some good sense. I'd been planning a platform game with movement similar to Flashback or Prince of Persia. Since this debate over pixel precision started, I was getting a little worried about how my engine might behave, as the movement of the player sprite is largely dependent on what animation frame is playing.

    For instance, to jump and pull yourself up on a ledge, you have to be pixel-perfectly lined up with it underneath. In the original games this isn't too much of a problem because the tile width and the length of the player's walking animation are designed to complement each other, so you won't ever have to make tiny little taps to get lined up just right. The player sprite just naturally stops on the exact spot where they need to jump.

    With Timedelta as it is now, and these arguments suggesting that the movement could cause the player sprite to be off by as much as ten pixels would make for a bit of a headache in workarounds. (Even though PoP is designed to line you up automatically, it's not 100% perfect. Sometimes he does get off-line with the edge of the tile and "teleports" slightly to the left or right when you jump. It looks a little funny.) Doable, to be sure, but if your fixed Timedelta solution works the way I think you're describing it, then that should make things a bit easier.

  • Ta-daa...

    <img src="http://xs130.xs.to/xs130/08342/gravity839.png">

    I didn't notice any "slipping" but when I released the platform sprite it would instantly fall at maximum velocity. This fixed it, and theoretically should take care of your slipping issue too.

  • More flexibility with collision conditions is a common request, so I've added two new conditions for the System object in the next build

    Wow, that sounds awesome

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deadeye

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