SoldjahBoy's Recent Forum Activity

  • Soldjah - Phantom was a home console that supposedly played PC games downloaded over broadband. The only tangible thing they made was a gaming lap-keyboard, Phnatom itself was just an empty box. They went through masses of investment and switched directors constantly, before finally fizzling out.

    That wasn't the one I was thinking of...

    I was talking about this:

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    It appears it wasn't so much of a scam, but it's a grey area... all of the investement money was "lost" but there were never any legal suites filed against the guy who made the thing, since they were "satisfied" with his answers as to where the money went, and why the project didn't succeed. Sounds a bit fishy to me, and many others though.

    ~Sol

  • I think I just made a big mess in my pants...

    ~Sol

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  • I live in the third world and everyone has 1024x768 here now

    XD

    I'd say it's safe to go with it. On the other hand, most boxes here can't handle a 1024x768 directx window smoothly even if it's doing very simple stuff, due to CRAPPY INTEL VIDEO CARDS (ahem).

    Come on guys... jeez...

    My PC from 8 years ago can run a 1024x768 DX game... upgrade or something! A GeForce 9400GT is like $50...

    I used to run 1024x768 on my Pentium 166 with 32Mb of RAM and a 1Gb Hard Drive... *****

    ~Sol

  • The car behavior is kinda awkward, it bounces too much when it hit even at an angle where it should normally just be able to go straight but bounces exactly backwards..

    Needs more bananas

    ~Sol

  • The phyics ball doesnt have to be the thing that picks stuff up... it just has to be the physics device and "roller". the objects attached to the ball can be what picks stuff up.

    If you watch the video you notice how the katamari spins like a perfectly round wheel... that's probably because it most likely is. The objects that attach to the ball, also attach to other objects. You really only need the first object (your base katamari sphere) to link to the ball, and everything else will link to the katamari sphere. The balls dimensions should be determined (somehow) by measuring the inner most pixel diameter of all the objects combined.

    You could probably fake this by say, adding 1 pixel in height and width to the katamari for every 1cm of object that touches it?

    ~Sol

  • Remember the Phantom console...

    Oh, that augmented reality thing... I forget what it was called, but **** the video of it looked convincing! I wish that thing came out... it would have been an awesome little toy. Too bad it was all fake, or at least... mostly fake. I think it was real enough that they had some kind of prototype working, but it was jsut a super elaborate scam for money.

    ~Sol

  • Currently I work it out by X and Y coordinates... subtracting the objects width and height from the layout width and height, and placing via coordinates.

    Some kind of visual representation would make this a lot easier, but it is still quite possible to do without it.

    Nice idea though, it would certainly save some time, especially if you change graphics for any GUI items... you have to recalcuate the position every time :/

    ~Sol

  • Construct is now listed on (near the bottom of) the first page of google results for Australia

    Climbing fast!

    ~Sol

  • 1440x900 is also 16:10

    Actually it's 16:9 lol... 1440x768 is 16:10

    *EDIT*

    Yikes nvm they are BOTH 16:10 aspects!

    ~Sol

  • In the video you show, the Katamari doesn't "wobble" anyway... so yeah, I'd ditch the wobble idea (even though it would be more "realisitc" to have the wobble) and go with a simple circle that gets larger with each added object.

    This would also stop problems from arising, like if your "oval" gets too much oval shaped, it may not want to roll properly. If it is a circle, it will always roll.

    ~Sol

  • Sometimes I like to make custom movement for things that would otherwise work perfectly with a behaviour... usually because it's fun xD

    ~Sol

  • I've had to use the minimum framerate approach for tonks in order to keep the physics from falling apart on slower machines. Deadeye helped me test it out, and now physics works uniform on any framerate, whereas before on lower FPS machines, it would do weird stuff.

    I'm thinking his method would do exactly what you are looking to achieve.

    Also, if you want to find out what it will do ona faster machine, send me your CAP, and ill turn fram limit off and run it on mine... FRAPS it, and return the results.

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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