dfyb's Recent Forum Activity

  • Layout 1 always loads first. If you want to change it, insert a layout at the start of the application, and have an event like "Start of layout - go to layout 3".

    i had tried that, but because the first layout happens to be my engine (and is adopted by other layouts), it ended up getting itself into a loop of changing layouts where the application wouldn't even pop up and i had to close it via task manager.

    in a future version, could it be possible to specify which layout is called first (in project properties)?

  • seems like a simple problem, but i'm not finding any luck. i guess i could rearrange which event sheets are used by each layout... but that seems like an obtuse solution.

  • That's actually a point of the gameplay - it's creating a rhythmic experience. At least, I hope it is

    Does it feel cool, drumming your fingers on the keyboard? That's what I'm going for.

    ah, yeah i wasn't considering the whole rythm thing. but right now it doesn't demand precise (or necessarily rythmic) key presses because you only need to press it before the line. have you considered requiring to press the button while the square is overlapping a line?

    edit: regardless, i think you should wait until you get sound working before fine tuning the gameplay -- have you tried the xaudio2 beta? it should work with vista

  • pretty cool, but i wish that the color didn't reset after going through a line... if there's 3 yellow lines, i just want to press s once.

  • Thanks for the help Dfyb, Mind if I use that (or modified version of) code in my own game?

    you can definitely use it -- if i release a .cap, it's free game

  • version 2 of mouselook -- now you can assign something like shoot to a mouse click without trouble (i demonstrate this with a muzzle flash).

    couple of things though --

    i'd like the devs to add condition "compare mouseX" -- to get around this, i set a global variable to mouseX and compared that, but it seems like that should be unnecessary.

    the only way i found to find the edge of the window was to use the window object, and i found that it included the border of the window.. which made things a tad more complicated. i wish it was easier to just find the edge of the gameplay area.

    it's not perfect -- you can break it if you move the mouse extremely fast, but i'm not sure it's possible to fix that -- even great retail games like counter-strike suffer from this

    edit: also, when i set mouseY to the same value every tick, it seems to cause some problems when moving the mouse right.

    updated it with a more complicated way to restrict the mouseY that doesn't give you choppy movement at slow speeds. re-upped the choppy version with a comment. slowly move the mouse right to see the difference.

  • Wow... with strafing and mouse aim... that's like a real FPS! Amazing stuff! Have... ten bonus points...

    You could keep the mouse inside the window by wrapping it when it gets to the edge of the window - not the edge of the screen.

    yeah i was trying to see how that'd be possible...

    edit: ah, the window object seems to be my golden ticket. will have new .cap when i finish

  • Making it full screen like, I dunno... every other FPS game on the market... would fix the problem of the mouse focus.

    ~Sol

    well of course, but that's not really a solution to the problem -- merely a way to avoid the problem.

  • got mouse aiming working (along x axis).

    edit: i might be able to improve on this so that mouse clicks would be useful in windowed mode.

  • they let you order them but they haven't even released pictures of the product...? i searched around the site and on the forums, and i never found a single picture of the product -- only 3D renders.

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  • for now:

    <img src="http://upload.dfyb.net/uploaded/205826_1213022794_submedium.jpg">

    http://upload.dfyb.net/uploaded/205826_ ... _large.jpg

  • I think people will continue to ask this from time to time, but I think that 3D is prohibitively more complex than 2D game development and therefore a WYSIWYG creation tool along the lines of a Construct 3D doesn't make any sense.

    Things like good 3D models and worlds are hard to come by unless you hire your own team or buy them off somewhere. The maths behind 3D games is much more complex as well - and it's hard enough in 2D. Finally, the industry is moving with such speed and momentum with teams of hundreds of developers and artists, it seems unlikely that anything us lot could come up with would ever be comparable to anything you buy off the shelf in a shop. Still, try out some of the links Davo posted - they seem to be doing alright!

    i agree that it probably isn't worth it for Construct to try and tackle true 3D gaming, but i'd really appreciate the ability to at least draw 3D models so that, for example, i could have 3D backdrops for my 2D games.

    <img src="http://www.mypsp.com.au/img/game/large/game79-4.jpg">

    being able to make 3D environments like this, even if i had to fake collision detection with invisible rectangles, would be greatly appreciated.

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dfyb

Member since 16 Sep, 2008

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