SoldjahBoy's Recent Forum Activity

  • Hell to the YES.

    Dynamic resolution FTW! Game now supports windowed modes of 800x600 and 1024x768. Will add Fullscreen option as well. For some reason widescreen modes do not want to work... I can set the window size at design , but not runtime. Will upload before I go to bed... still working on stuff until then.

    ~Sol

  • [quote:3itlke3w]My only suggestion is that maybe you should make the window 800x600, A LOT of people use their desktop resolution at 1024x768, so that would make the game more accessible in that sense.

    Did you see that, Sol? I didn't even have to pay Kr!s to say that

    (@Kr!s... I've been telling him this forever)

    It's not my fault you guys live in the dark ages! xD

    I used to run 1024x768 on my Pentium MMX166 like 12-15 years ago?

    Even my laptop runs 1280x800 and my PC is 1680x1050... Don't worry guys, it will all be fine. I'm pretty sure you can make menu options to change the resolution at runtime. Having said that, the smaller screen size will greatly diminish your viewable area unless I can make it resample the graphics accordingly.

    Hmmm I could be really mean and make it run like 1900x1200... but then even I couldn't run it! hahaha

    ~Sol

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  • It's looking pretty good!

    Great animations so far!

    I totally enjoy a game where I have to avoid traps and stuff.

    My only suggestion is that maybe you should make the window 800x600, A LOT of people use their desktop resolution at 1024x768, so that would make the game more accessible in that sense.

    Unless you're going for fullscreen only.

    It's hopefully going to have a menu where you can change the resolution, but it will indeed be forced to fullscreen. It's not one of those games that you would play in a window anyway... I never understood windowed action games and stuff like that. Would you ever play Call of Duty or Crysis in windowed mode lol? Puzzle games and stuff, sure thing... but this one will be fullllllll screen baby

    Cheers on the comments as well. Didn't find any new bugs I take it?

    ~Sol

  • I think Directsound works if you have a Creative card and special drivers. I'm not convinced Directsound is a viable audio engine for games any more, because it simply will not work for a significant number of users. You can carry on making games with it - but you might get a lot of your Vista users telling you they hear nothing. Because of this, I don't want Directsound to come with Construct any more, so it's deprecated and I plan on entirely removing it by 1.0.

    I'm hoping to completely reproduce Directsound's featureset in XAudio2 so it should be entirely possible to move your game over to the new plugin. XAudio2 also has many improvements on Directsound - I've finished adding OGG support now, which means it can play PCM, ADPCM, xWMA and OGG files on channels - whereas Directsound is stuck with just PCM. It's also got volume metering and other benefits. I really don't think Directsound should be kept as a plugin so I do insist that it is removed ASAP.

    This. All of it.

    ~Sol

  • I just figured out what was causing it... stupid Dreamscape. As soon as I paused the Dreamscene it started running 3x better. LOL idiot.

    ~Sol

  • I think I'm going to superman this thread.

    ~Sol

  • OK next build is here:

    http://www.fileden.com/files/2007/8/21/ ... -v0.85.exe

    Fixed:

    -Animation transitions for all animations

    -Bug where player could not grab ledge after bunny hopping

    -Jumping animation sequence adjusted to look more natural

    -Crouch now works

    Added:

    -Skid animation

    -Sawblade glare effect

    Next Up:

    -Finish animation frames for hand plant

    -add wall jump ability

    -add wall slide ability

    -Special effects for "dust" under shoes when skidding or landing from a jump

    Let me know if you guys find any more bugs... so far I have found one where you stick to the wall near the top of the ledge... I think it could be a simple object alignment issue but I haven't bothered to try and fix it yet. That other weird bug where you can handplant when you try to jump off the ledge is still there too... can't figure that one out either just now. Apart from that I haven't found anything else.

    ~Sol

  • ouch hmm what could be causing it? youve got the framerate vsynced right?

    Yeah I left it at default settings, so it should be fine? It's only on Chamber that it's happening, but I haven't tried to rebild EXEs for anything else yet.

    I'm gonna try it on my other PC later and see if the problem is still there.

    It's weird though because if I run it through Construct it's fine, but if I build the EXE and run it, the framerate is bad.

    ~Sol

  • Hahahahahah xD

    ~Sol

  • ummmmmmmm :/

    ~Sol

  • WTF O.o

    I hate that guy... he stole my name and messed up the spelling. I've had this internet/game name since the mid 1990's.

    ~Sol

  • GraphicsGale is the program I use for all my animating. You can create animation frames directly in the program, see your animation working as you work on it, view them overlapped with each other via onion skinning, and then, to top it all off, you can then export each frame as individual image files with just a couple of clicks. Hands down the best program for pixel art/animation I've ever used, and you can buy it online for just about 20 bucks.

    Cheers for the tip. I have Adobe Image Ready which does pretty much the same thing... but I still do things the "old fashioned" way, even if I'm not touching up/editing an existing sheet. I might check it out anyway... it could come in handy.

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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