deadeye's Recent Forum Activity

  • Okay, how's this for a control scheme:

    WASD for movement

    Up arrow for shoot*

    Left/Right arrows for tilt left/right*

    Down arrow to cycle weapons*

    That way you can have both hands resting in a comfortable, ergonomic position on the keyboard, with all keys within easy reach, and still have separate tilt controls.

    *

    Alternately you could use IJKL or whatever. Just, you know, something where a person's hands can rest naturally. Though I suppose when Construct gets custom controls at runtime it won't make much difference.

  • Okay... After playing it here are my thoughts:

    The graphics are nice and crisp. The subtle left/right scrolling of the starfield when you're moving is pretty slick. The controls are responsive and quick... with one exception. Which leads me to my crit:

    Having the tilt mapped to two different buttons seems a little clunky, especially since the left shift is so close to my WASD keys. It's a little difficult to control movement and tilting and barrel rolling all with my left hand at once. If I could make one suggestion? You could probably get away with just one tilt button. Used contextually, it could make you tilt left if you're moving left, or right if you're moving right. Additionally, if you're not currently moving left or right, it could tilt in the direction you were last moving.

    Just an idea.

    And yeah, I'll go ahead and submit the bug.

  • I can work around this using discrete timers, but I'd rather do things right.

    You might just have to use those timers, at least for now. It looks like you found a bug.

    Here's a small .cap showing the bug in action:

    http://www.mediafire.com/?1kxjwmhxdjm

    Do you want to post it to Source Forge or should I?

    Edit:

    Urgh, you made a new post while I was testing stuff

    To do a barrel roll, double-tap the tilt buttons.

    A BARREL ROLL?!? Okay, downloading now.

  • Try this:

    + Condition
    + TRIGGER ONCE
      - Set animation frame to 1
      - Set animation to "foo"
    [/code:3d1szepe]
    
    This will help if you're accidentally setting your animation repeatedly upon triggering the condition (Trigger once).  This will keep your animation from playing if it's not there because you'll be setting it repeatedly.
    
    The Set frame is there just in case your animations have different numbers of frames or if they depend on starting at frame 1 (such as a non-looping animation).
    
    As for the double-click control, I'd test and make sure your control is working on something other than animations until you get your animation problems sorted, such as getting feedback from a text box that the control was completed successfully.
  • I'm so confused

    <img src="http://xs126.xs.to/xs126/08150/psyduck266.gif">

  • deadeye: Thanks. And yes, I need to remake the sword so it's not so easy to kill everything. It would have been a bit easier if I could bump the enemies away from where I hit them so that I could give them health stats and such. And make the sword only stay out for a certain time or something.

    Assuming I make it past states that is.

    Doppel: Ooops. xD And thanks, I was going for something fun and slightly unique with the sword slashing.

    No, what I mean is it doesn't seem very necessary to have mouse control for a sword like this. Shooting bullets, sure... but with a sword it's just a little awkward. Much easier just to have a sword slash button.

    I mean, it is a unique and interesting mechanic, but it just doesn't quite feel right with mouse control is all.

  • Would it be possible to leave room in the light code to do this kind of stuff?

    <img src="http://xs126.xs.to/xs126/08156/light132.jpg">

    Where the light is blocked by certain objects? I know you were wanting to eventually implement dynamic lighting type stuff eventually, and this seems like the beginnings of that sort of thing...

  • Doo do dooo, dee de deee

    <img src="http://xs126.xs.to/xs126/08156/wikilogo295.png">

    (I believe you're supposed to "Set $wgLogo to the URL path to your own logo image." Or something.)

  • Bumpmapping ftw!

    Indeed!

    So, how does the light work? Is it a sprite overlay like in Attan's Lightswarm demo?

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  • Not bad for a game made in one night. If you plan on making a full game, I'd rethink the sword attack though.

    Oh and this program is made with scirra construct.

    Oh, really? Where can I find out more about this "Construct?"

  • <img src="http://www.namelezz.net/toxicmilk/toxiavatar_n.png"> <img src="http://www.namelezz.net/toxicmilk/toxiavatar_s.png">

    What?

    It's like pod-people or something. I hope it's not catching.

  • Obviously I'm not getting the same impression looking at her and actually those pixels are not supposed to be brows (but it may pretty well be you're right). All I can say is that it's NOT supposed to be the average cute little girl, fitting the overall mood of game (which isn't really there yet).

    Just to clarify, this is the impression I get when looking at her face:

    <img src="http://xs126.xs.to/xs126/08156/oldman601.jpg">

    Again, I'm not meaning to offend. It's just the way I see it. It could very well be just me, you know, like one of those two faces/vase optical illusions or something.

    When the pixels are zoomed way in like that though, the old-man illusion sort of loses it's effect on me, and it does look more like a girl. It's just the small version that makes me think "old man." Or maybe "old Russian woman."

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deadeye

Member since 11 Nov, 2007

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