CaptainOblivious's Recent Forum Activity

  • I don't see what all the fuss is about. When it comes down to it, someone can make their game to any minimum specification.

    Especially nowadays with HD becoming the norm, 768p isn't all to uncommon. Around here, all the lowest end 4x3 monitors you can readily buy at WalMart are 768p minimum. The shitacular one my parents have is 1152x864.

    It would be nice if Construct had the functions built in to scale to any resolution automatically within the same aspect ratio. I've made my StarFox project at 480p, but I wouldn't mind having the program render it at a higher 4x3 resolution for runtime.

  • <img src="http://www.strouperman.com/Special/random/stoprightnow.jpg">

  • That's pretty cool. If I had any complaints at this stage I wouldn't mind you being specific about how you want your movement controls to work. The low-acceleration, high speed turning is difficult to manage.

  • When I get a team of 50+ people to tackle a game as huge as a quasi action rpg, I'll consider it.

  • Hey man, you provide some very basic friggin sketches, I'll make your about and end screen art, and whatever else you need. I'll uber-stylize them to make them out of place enough to fit in amongst the rest of your game's art style.

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  • That was fun. But I don't consider it in the same genre.

  • The SNES one is the gameplay I'm trying to achieve - but in 2D. I feel Star Fox (or Lylat Wars, for countries that don't mind Star Wars cross referencing confusions) has gone downhill as it has evolved. What's wrong with creating a stright-up scrolling shooter these days? Or just maybe, making a game that people over 7 years of age can enjoy?

  • Yeah, sound would have been nice.

    Per request, whether you want it now or not:

    Windows Vista SP1

    ATI Mobility Radeon X600 at

    Native 1440*900 60hz integrated LCD using

    Catalyst 7.2 drivers

    (Vista Graphics Rating of 3.6)

    Pentium 4 2.80 gHz

    2 GB DDR2 RAM

  • The phenomenon you're experiencing is known (rather wordily) as "ambiguity due to imperceptible state changes." Which basically means exactly what you're describing. There's an article describing the phenomenon on Cowboy Programming:

    http://cowboyprogramming.com/2007/01/02 ... g-buttons/

    That is an EXCELLENT article and parent site, there. I'll be adding that to my daily bookmarks.

  • Can you give us specs on your graphics hw?

  • No, Vrav. I just wish we had an easy way of outputting debug information from runtime.

    O_O That's a good idea.

  • Some small gameplay complaints..

    Attacking while jumping hurts both the enemy and the sprite. Leaving this in while increase the game's difficulty.

    Movement feels almost imperceptibly off somehow. As if it's a whole frame or two out of sync with my key presses. This causes issues when jumping close the the edges of platforms, often ignoring the jump while the character is still a good two pixels before falling.

    Due to instant acceleration of the movement, small adjustments to the player's position are impossible.

    As previously mentioned, custom controls should be a priority as soon as Construct allows for it. What I've done in the past, however, is use INI files to reference custom control schemes back in MMF. Don't know if it's possible with Construct.

    --

    What I like..

    Graphics are tight, colorful, and fun to interact with.

    Lego platforms work perfectly for me.

    Solid, locked frame rate, even on this p.o.s. laptop.

    EDIT: Particle effects are very cool, too.

    --

    I cannot reproduce the bugs Vrav pointed out, no matter how hard I try.

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CaptainOblivious

Member since 14 Mar, 2008

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