deadeye's Recent Forum Activity

  • You could add image points to your sprite. Depending on how big it is, you could get away with just checking for collision against the point. Or you could position a weapon-shaped sprite on the point and use that as your collision detector.

    Edit: Deleted your duplicate thread.

  • If it were a game like Sumotori Dreams where you're struggling to keep your player upright then it could be fun . Like, say your player is kind of drunk and wobbly.

  • You are revising the tutorials, huh?

    I hope you will also do past the 9th tutorial.

    It is great to learn by your levels, and unfortunately they still stay at level 9

    Yes, I will finish them . The reason I didn't before is because everything broke and I was tired or rewriting them all the time.

  • Check your pm's... don't want to derail the thread too bad

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  • Yep, dropbox can do the same thing . Handy program.

  • > having to copy the audio files from computer to computer along with the project file is very annoying . why not have it stored in the *cap file along with the other recourses?

    >

    This has come up at least two times this week - you can - just add the audio files to the "Files" folder under Project. Then you can play them as "resources".

    Whoops! Not quite. Yes, when you compile the game into an .exe they're all stored inside. But until you do you still need the sounds in a folder. The .cap just sort of links to their location. So yes, if you're just moving a .cap to another computer then you need to move the sounds along with it.

  • I got tired of waiting for a Crocodile Dundee reference, so i made one myself.

    Welcome back from walkabout Davo!

    http://dl.dropbox.com/u/666516/Hopabout.exe

    I searched for David high and low and couldn't find him

  • Wireless kangaroos? Australia is more advanced than I thought.

  • Oh hi David

  • Girl, schmirl. Come back to us, David! We love you more.

  • peak

    Ack! Brain... hemorrhaging... can't resist... must post correction...

    <img src="http://i45.tinypic.com/2dhifqo.jpg">

    I'm sorry but that's my one grammar pet peeve.

    </derail>

  • I just now noticed that something has happened to the text rendering in 0.99.83 that makes antialiased text all grody looking. Here's the new text:

    <img src="http://i48.tinypic.com/2mcx66h.png">

    And here's what it looks like in 0.99.82:

    <img src="http://i45.tinypic.com/zy7rs4.png">

    These are both raw text objects with no shaders on them. It looks like it's setting all the semi-transparent pixels to fully opaque.

    I noticed that on the bug tracker there is a closed report saying that DirectX can't draw text properly, but I'm just giving a heads up in case something was unintentionally messed up here because I didn't see anything in the changelog about either text or rendering changes.

    And yes, I know there is a Text shader that fixes it . I've just never had to use it, but I suppose I will now.

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deadeye

Member since 11 Nov, 2007

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