deadeye's Recent Forum Activity

  • We already talked about your sprite usage in chat, so you know what's up there. Now let's talk about backgrounds.

    That serene forest floor background you have is awfully pretty. It's also huge and wasteful. You need to make that background out of separate objects.

    Do this:

    1. Make a nice repeating grass texture. A size of 128x128 might do. You might need 256x256 if you want a lot of detal. Okay, stretch a Tiled Background with that texture over your whole screen.

    2. Make an assortment of rocks. Maybe, say, four different rocks of varying sizes. Have those be single-frame sprites. Place them over your grass texture in semi-random spots.

    3. Make a few kinds of bushes, two kinds trees, and a handful of different little flowers and maybe some small clumps of grass. Do the same as the rocks, copying instances around to fill up the space.

    Ta-daa! You have a pretty, serene forest background that doesn't take up a MILLION TERABYTES OF VRAM. That's how game graphics are done. With small, repeatable bits that you can make large pictures out of. Not with gigantic images.

  • Ah, I just realized that you have to create the path first with actions. Never mind on that part.

    I still think an actual visual editor would be best for this sort of thing. It would make it much more user friendly and remove the need for .path files. Still, I suppose it's no big deal to set a path with small "waypoint" sprites in the editor and use a loop to designate your path with the path object.

  • Okay, this is interesting and all that. But do you care to share with us how the paths are made? And what these .path files consist of?

    And I know you've probably done a lot of work on this, and that's appreciated, but it seems to me that a path movement like this isn't going to be terribly useful unless you can easily draw the paths. Also, having a bunch of external .path files seems rather odd to me, is there any way possible that you could internalize them somehow? The best way for a user to draw the path in my opinion would be in the Construct IDE somehow. Perhaps in a similar method to how the custom masks are drawn with the Physics plugin.

    Other than that it appears to work rather well. I'd like to play with this some more but... I don't know how the paths are made.

  • Argh, Micro$$$oft!

    Really though it is rather annoying. I have a battery pack thing for my wireless controllers with a USB plug that recharges the controller... and if it's out of juice you can plug it directly into the 360 and it'll work.

    And even though Windows recognizes my wireless controller if I plug it into my PC with the charger cable, I still can't use my controller without the wireless adapter. It tells me "Oh hey, you plugged in a 360 controller . By the way, CONTROLLER NO WORK, SPEND MORE MONEY." Wonderful.

  • I believe that would be up to David... I'm pretty sure he's the one who handles Physics. Try posting a feature request, he might be able to add it.

    If he ever comes back

    COME BACK DAVID WE LOVE YOU

  • I'd go with something like this:

    + Control "Fire" is down
    + Every 100 Milliseconds
       -> Spawn bullet
    [/code:2t15cngl]
  • They work post 98.9?? Huh. I... don't think they do. Not 100%. You have to mess with the control events and stuff. And there's new features for jump and sustain gravity that mess up swimming, and countless other little things.

    Anyway, you're welcome .

    Just a heads up, I do have some lessons for the next generation tutorial finished, but they're not going to be released until v0.99.83. Barring any breaky bugs with that version, that is (but I don't think there will be).

    Here's a hint for some of the major changes in the new tutorials:

    • No separate hitboxes! Charlie and the enemies are all just their own single sprites.
    • No control-based animation events! I'm going to try to use states only.

    And I know I said I was thinking of making some video tuts to go along with this, but honestly I don't think I'll need to. There were two things I thought I'd need to make video tuts for: Showing the IDE features, and creating collision masks. I've worked showing the IDE features into the first lesson without a video, and David already has a video showing how to make masks. So... no videos. Sorry.

  • It makes sense. He wants to take a screenshot of the player's desktop.

    There's no way to do so with events that I'm aware of. If you can do it with Python then that's cool.

  • David is still MIA. I think he may be lost in the Australian outback or something.

    Other possible reasons:

    • In the hospital with Vegemite poisoning
    • Arrested for not being drunk in public (whis is against Australian law)
    • Fell into a the same dimensional vortex as Paul Hogan and Yahoo Serious, trapped forever
    • In the hospital with koala poisoning
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  • From .83 and on it's not likely at all to change drastically. I would just continue to work in .62 for now, and when .83 comes out you should be able to port it over without much hassle.

    Of course you're free to make your own custom movement if you want, I'm just saying you probably won't have to.

  • I was thinking of adding dx controls later

    umm...maybe I guess I could ... add those features and rerelease it?

    Does that mean support for regular gamepads? If so you are a brilliant man-god glittering in the sun and your awesome power blinds mere mortals like me.

  • What could my Wii possibly say that would be even remotely interesting?

    "Gee I'm getting awfully dusty."

    "Nobody has waggled my WiiMote in almost a year."

    "I'm thinking of jumping off a bridge."

    "Oh God I'm so lonely "

    Pff... nobody cares, Wii! Get a life.

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deadeye

Member since 11 Nov, 2007

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