SoldjahBoy's Recent Forum Activity

  • Souljah, are you in str8 rippin?! I may hit you up for some art and stuff at some point if its cool dude

    Faggatron those are so horrible combined with hilarious.

    Naw, but I was offered a position a few years back when Quake 3 was big in competition (again)... I was 3rd in the nationals for Australia... the guy in 2nd got lucky, but the guy who won was just... fawwwwk. D:

    I used the badge in that sig as a bit of a double meaning... straight rippin' was a Sir-Mix-A-Lot "saying", and it ties in with my hip-hop fetish as well as my gaming obsession.

    ~Sol

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  • Not artwork so much, just detailed ideas about various things... attack systems, mining, blueprints and item construction/ship customisation... weapons and armour types with rundowns on components and technical specifications... that kind of thing... though concept art is easy enough if you need some ships drawn up or whatever.

    ~Sol

  • I'd be up for some contribution... I like to make little bits and pieces from time to time, that is when I'm not working on my own stuff. I probably have a lot of sprites and things I can already contribute from past projects and things I never ended up using. There is some pretty random stuff, and some of it's not really "complete" but hell, I guess if you need something and you can't draw very well...

    I need to have a look on some of my archive DVD backups and find some of my stuff.

    ~Sol

  • I'm not sure if this is really possible, or if it's even needed... but I had a thought (yes it hurt).

    A prefab library.

    If I create something, say a complex object made of several 3D boxes, like a building for example... would it possible to export the object as a whole, say, using a container to determine the exported object(s), into a "library" which can be loaded/accessed on a per .cap basis?

    This would be really handy for designing really complicated objects, effects, and other cool stuff on a blank .cap file, then "import" it into your full project or projects. These objects would be permanently stored in a prefab library, and could be shared amongst the community by uploading (for example) a "library object".

    It would be sweet if the exported objects could also retain any event code linked to those objects in the event editor, so things like explosion effects, or similar creations would not have to be re-coded once imported.

    This can all probably be done via copy/paste etc, but this would help streamline the creation process somewhat, and allow for a less cluttered build environment when you are just trying to play around with an idea, but don't necissarily want to have to rebuild it into your full project.

    ~Sol

  • Yeah, that's the fun of it It's a puzzle, man.

    I know mate

    Just pickin' on ya.

    Hopefully we can work this out as a group, even if none of us ever use it for anything... it helps keep the "juices" flowing.

    ~Sol

  • Here is one I made.

    CAP file only. Left click for explosion of random magnitude. Stylized explosion, probably best used in a less "realistic" looking game.

    [attachment=0:26dvcqc9][/attachment:26dvcqc9]

  • Hmm... if the image manipulator object had "Copy to canvas" and "Copy from canvas" then we could make effects generators in Construct that export a series of .pngs with transparency...

    And they'd be fifty bazoolian times better than Explogen because you'd have all the mighty power of Construct at your disposal.

    I think deadeye had an extra coffee today... that's a hot idea (no pun intended). I was also thinking of using Construct to make some dreamscenes for Dreamscape... vista ultimate users will know what I'm talking about.

    ~Sol

  • Sol mate. you are THE playa.

    Haha, thanks mate

    You know, if you want any GUI work or title screens etc just let me know... I like doing that kind of stuff.

    ~Sol

  • Well, you could still use a scroll rate for each layer, that way you can have all the stars move with a single event instead of one event per layer. The event could move them all at the same speed, but using the layer scroll rate would give the layers in the "background" a slower natural movement.

    I guess the other thing being, is it wouldn't use much CPU if the objects were using simple ball movement, and were looping/wrapping on a per screen basis and not covering the entire "level".

    ~Sol

  • LOL this topic is just killing everyone's brain. GG deadeye... GG

    ~Sol

  • Nice job mate! Can't wait to see this game go full steam ahead. I made a full design brief for a space game a long time ago, so if you get stuck for cool ideas, feel more than free to hit me up... Network plugin... soon... pl0x!

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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