SoldjahBoy's Recent Forum Activity

  • SoldjahBoy, the idea is to make it so EVERYBODY can make the needed changes and run the applications. If programmers went around creating error messages essentially saying "you poor sap, you're too stupid to use my app," I don't think there would be any users at all. Besides, think about it. You had to learn somehow at some point too, right?

    True... I just get frustrated at the endless idiots that come into my shop everyday... it's easy for me to just think "you are dumb... begone!"

    Having said that, when I was learning... I read the messages and took note of what they said. Ignorance and plain lazy/stupidity are two different things. I still think the way you worded the error message is best though as the "technical" information was put at the end so people who don't understand/care about that stuff don't get turned off of reading the helpful dialog box.

    Stupid people should still be dragged to the street and shot though IMO.

  • I always read... I gues that makes me SMRT!

    Anyway, if they are too dumb to read a 2 line error message, they don't deserve to play the game anyway... stupid people are stupid. Having said that, I like the way the captain put it was best, all the technical jargon is at the end of the message.

  • Breasts ... err I mean, better!

    Yeah she's got kinda big honkers, but she's wearing more clothes and is better looking than the other girl I had there... thumbs up so far... that's good because I have a 120 photo set of Bianca with the yellow viper. It should make the various scenes where she will show up a lot more uniform than trying to chop a background out and photoshop in extra clothing/items/etc.

  • New Graphics update...

    So I decided to redo the "host" with the beloved Bianca Beauchamp, who you may have seen digitised in games such as "Bloodrayne" and "Sin Episodes"... she has unknowingly volunteered at this stage to star in CarKill Apocalypse as my host character... I have several photo-shoots of Bianca in the perfect attire for such activities. I hope you approve of the new screens as I would like to get on with other more important (though less interesting) graphical parts of the game.

    New Title:

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/GFX-Library/Title-bianca.jpg">

    New Optons:

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/GFX-Library/OPTIONS-bianca.jpg">

    New Help:

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/GFX-Library/Help-bianca.jpg">

  • I suppose you're talking about the skidding on the turns, which can be reproduced with the Skid Recover Rate in the Construct behavior. Lower means more skidding. It's not particularly realistic though so better to keep it subtle.

    No, I mean more like reverse to forward momentum transition... like if you drive in reverse really fast, then do a 180� turn and accelerate forwards, the car has to slow down and stop before moving forwards again... its like the wheels have infinite grip or something when it comes to propelling the car.

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  • E-hugs for Gullanian

  • Sorry to bump this Ash, but have you had a look into a momentum dynamic for the car behaviour yet? I'm really keen on seeing this as your original "Tigerworks" car demo for MMF2 had momentum and seemed to work pretty well. No rush though, just kind of wondering

  • lots of stuff

    That acctually worked? Every time I tried to apply an "object type" the events would never seem to work quite right in controlling everything... I haven't played with it in Construct yet, but I am assuming "containers" work the same way so you can apply the same behaviour to all objects in a container?

    And yes, if it is server side saves then it doesn't have to be encrypted, in fact it would be better if it wasn't in case some admin-editing needs to happen

    And no, you didn't sound rude at all.... it's always good to get a proper view on what everyone is getting at, otherwise you go around in circles. If you could apply objcet tracking to say "every player object" and "every bullet object" etc then it wouldn't be so bad!

  • you could do is x distance from player where x is the range of the bullet, but if you are moving...

    You could control it from x distance from player based on the firing position rather than the players current x.y position... this could be handled by an alterable value of the bullet objec itself... Each time the bullet is fired, an alterable value is made for both X and Y and the bullet refrences that rather than the players current x.y position.

  • When I select a bullets range, and its destroyed when it leaves this range, there doesn't seem to be any way to trigger an event when the bullet is destroyed for being out of range.

    IE: bullet is out of range and has been destroyed - > create explosion

    I haven't tried making any events like this... but is there something like "bullet has been destoryed > create explosion" or (in basic terms) "bullet is x distance from player (calculating pixel distance) > create explosion" ???

  • LOLLERSKATES! Deadeye

  • Welcome to the Scirra boards Codemonkey. Hopefully you enjoy your stay here... we are always looking for new victims... I mean friends

    (just kidding mate!)

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SoldjahBoy

Member since 2 Apr, 2008

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