dfyb's Recent Forum Activity

  • awesome

  • this is exactly what i want to do -- have it run widescreen, and if it's set to a 4:3 resolution, add black bars so that the viewable area is never effected. i wish someone would make an example -- i'm not having any luck.

  • agreed

  • Make your engine first. Ask for help as needed in the Help forum. Then go shopping around for artists and musicians.

    It's highly doubtful anyone will help you unless you show your work first. Get the engine done, or at least playable, and then you'll have better luck.

    Also, making mockups of the enemies and levels would give people an idea of what kind of look you're going for.

    this

  • <img src="http://upload.dfyb.net/uploaded/pirate_gunner_early_progress2_bg.png">

    Started on some of the armor and accessories today

  • yeah i really would like a screengrab object

  • Im curious on how youre going to model this, i suspect youre going to load this low poly model with some sort of mesh smooth on it into a program like mudbox or zbrush, so that you can detail it a little better, making muscles using box modeling is a pain if youre going for realism, also how big will he be in game cause that should influence how much detail you add to it, sometimes adding too much detail blurs the subject and makes it look too busy

    i plan on making it into a legitimate game model that a 3D game could use. he'll be small in my 2D construct game, so hyper detail isn't important. the art style is also going to be pretty abstract in the 2D game. but i'm keeping tri numbers of the model low enough so i can use it for a 3D game if i wanted.

    it's flat shaded in those pictures, but with the same polygons rendered in smooth shading, it won't have this blocky look to it.

    edit: here's a pic to show flat and smooth shading with the same exact model (with a deadpool texture projected onto the side):

    <img src="http://upload.dfyb.net/uploaded/shading_properties.png">

  • oh, spaceship controls. well using the car behavior --

    Key Right arrow is down

    +is not moving (do 'is moving' and then invert condition)

    --ship: rotate x degrees clockwise

    Key Left arrow is down

    +is not moving (do 'is moving' and then invert condition)

    --ship: rotate x degrees counter-clockwise

    so that when you aren't moving, it will rotate when pressing left or right. if you omit the 'is not moving' condition, it'll still work.. but it'll be pretty wonky when moving because of the extra rotation.

  • if i understand you correctly, you want the car to move automatically without a 'forward' input - but still let you turn. you can do this by doing

    always

    • Car: set speed to x

    and x = how fast you want to go (200 or whatever).

    edit: if you dont' want it to move when you're not pressing anything, do this:

    Key Left Arrow is down

    OR

    Key Right Arrow is down

    -Car: set speed x

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  • yeah on this vista machine at school, i get the same error as highimpact. though i can't mess with any of the directx stuff on this machine, so i can't really troubleshoot it.

  • awesome

  • yeah, merging would be nice, but i think at the least, copying events into other .cap files and layouts is a missing necessity.

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dfyb

Member since 16 Sep, 2008

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