QuaziGNRLnose's Recent Forum Activity

  • theres some object that was akin to the canvas but the name eludes me. you should really add it

  • oooh very cool indeed, i think im gonna make a game sorta like this for the gamejolt compo, would be nice to try out a new viewport type, i always seem to be doing side views.

  • <img src="http://dl.dropbox.com/u/888303/autosave.PNG">

    Why save Davio, when Construct can autosafe for you!

    he already knew, we dont use this because there was once a cap destroyer bug associated with it, and its not worth the risk

  • animation previewing is a must in my book. it doesnt seem like it would be too complicated to make. i mean all your doing is creating an exe the size of the animations limits, putting a checkboard bg behind it, and placing the sprite where it needs to be. it wouldnt work any different than the temp.exe type thing thats used for layout previewing.

    i never really use animation angles myself, but i do remember back in the day, the radial view made stuff wayyyy easier and simpler to understand.

    a popup dialogue thats not intergrated within the image editor, but a tab thats part of the same window would be really nice. like you just tab between animation editor and image editor. it opens up the current selected frame and swaps to the image editor when you double click it, the image editor has the animation frame thing at the bottom like it does now, so you can scrub through frames of a specific anim quickly. and the best part of it would be that unlike the current system, where you have to launch the image editor every time you want to alter frames, then close it when you wanna add a new one or change animation, now you would be able to just quickly change what you're doing all in one place. without having to always relaunch the damn thing

  • ive always wanted this ability, nice job as always lucid !

  • ive had to remake a whole bunch of tiling engines like this, and not to mention each object being a sprite is rather slow. there really should be an optimized "tile" object, with the ability to do this and exist in huge numbers without much slow-down compared to using sprites.

  • im still waiting for you to do me and davio's robot model that i sent you in here ! stop getting distracted by hotdogs, jumping frogs, and Albuquerque. ;P

  • no i did that, it uses a filter, i needed davios help on it because it was for a weeklong competition, and i only had 5 days to make it, **** the engine part of the game wasn't ever finished sadly enough.

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  • change sampling in application properties from linear to point. this WILL affect how your game looks, so if you want it to have linear sampling be sure to change it back when your done zooming, if you like the look theres no problem with that either

  • Thanks for the info breh, I think I understand what you are saying, I may have to rescan that block of text a few times to let it sink in. And by the way... who did the **** pixel art on that robot? If I may say it is very, very nice.

    that was me, i always make everything from scratch, i feel like i cheaped out otherwise

    and thank you for the compliments on everything, they're much appreciated.

    i have so little time and so many things i want to finish, i really aught to finish the game with that robot in it.

  • I went to the wine engine website and saw the IK engine you were using for your engine. How are you managing to keep the feet from... uhh... how do you make them follow terrain?

    well, thats not really as math related as it is programming logic. its actually not that complicated, and dont worry its no secret, platform movements use the same kinda tech to keep a character from falling through the ground

    all it does is simply check for intersection, and if there is one, using a loop, moves the "end" up 1 pixel, then checks again, repeats until there is no intersection. and when there isnt an intersection, it moves the end down, checks and repeats, until its at the "surface". its a simple loop based system, but remember loops can be cpu heavy if you make them too long or use too many, or if they do complex things.

    now detecting surface points is easy, but making the walk algorithm over these surfaces is a diff story, and im soon going to go back to the whine engine and get that working properly, the canvas bugs are finally fixed so work can recommence work on the project! procedural walking animation, will surely be awesome when its up and running.

  • post it up in tutorials, im sure itll be of use to alot of ppl

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QuaziGNRLnose

Member since 2 Aug, 2008

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