dfyb's Recent Forum Activity

  • http://dfyb.wordpress.com/2008/09/30/missles-tech-demo/

    [quote:1vtj5g3n]<img src="http://upload.dfyb.net/uploaded/missles_techdemo_ss.jpg">

    Using Construct, I've made a few different small tech demos just to prototype different potential gameplay elements. This one was created to prototype homing missles that could explode in clusters through a chain reaction. It was expanded to prototype different options on the fly and some very basic distortion. Most of the graphics are photos of classmates that were posted on the class forum -- a more entertaining option than simple game graphics and it got a few laughs during the presentation.

    You can download it here.

    [quote:1vtj5g3n]hold space to fire missles

    press z to set it to explosion particles

    press x to set it to distortion

    press c to enable max's defense system

    If there is more than one request for it, I wouldn't mind going through and commenting my .cap file and releasing it. The stuff here is pretty simple though.

  • Am I right in saying that this only happens on the boundary between Tiled Background and Sprites (or other objects)? It doesn't look like the tiled background is breaking up inside of itself, just the borders. I will try and fix this ASAP.

    i can't easily check because that code is long gone, but i was indeed using many tiled background objects so that could definitely be related. my problem was a bit different than the OP though.

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  • i was trying to work out a bug in my game and am now convinced it's related to this problem and even my implementation of a fix. so i'll be trying to utilize 'ELSE', as described by ashley -- i'll report back if it helped or not.

    this behavior might not be a bug, but it's looking like a slippery slope to avoid -- and there's no real way of knowning to avoid it coming in.

    edit: well, my problem doesn't seem to be related to this (i couldn't fix it, and i forgot i'd already done a more direct way of troubleshooting my bug...), so i'll probably create a new thread later. but i did find the beauty of sub-events

  • seems like a bug to me. seems like "always" includes a tick before the "start of layout" has it's tick.

  • Yeah I am using some values for different animation states. Perhaps I need to create more "resets" for the base values. I can't seem to repoduce the bug you are talking about, but I have disabled bunny hop and overall it's a better feel anyway. I meant to take that off before but I forgot lol. I'm gonna crash out for now though, it's after 3am... will check tomorrow when I'm more awake and sober. Cheers again for testing this out. I want the movement eingine to be solid before I start making levels and stuff.

    ~Sol

    you could also use private values instead. i use private values for gameplay stuff regarding the player character (jumps and special moves or whatever).

  • oh yeah something else thats a bit important, while running toward an edge if I hold shift at the right time she will do the handplant and come back up. its kinda funny

    so instead of jumping, she'll handplant on the ledge she was already on? i haven't been able to reproduce this yet.

  • > i found a way to break the ledgegrab to where it stops working. keep holding shift after landing completely (you'll bunny hop) -- after doing this, you'll never be able to handplant again unless you exit and restart the .exe. pressing R wouldn't fix it (are you restarting the layout or just respawning/relocating player?).

    >

    I am restarting the layout when you press R.

    I cannot reproduce the bug... maybe the easy solution is to disable bunny hop for the character. I will do this for the next build and see if the problem goes away for you.

    ~Sol

    well see my edit. keep holding shift, from the jump until the handplant animation is done and it should break it. are you using global values? perhaps a global value is carrying over even when you restart the layout.

  • i found a way to break the ledgegrab to where it stops working. keep holding shift after landing completely (you'll bunny hop) -- after doing this, you'll never be able to handplant again unless you exit and restart the .exe. pressing R wouldn't fix it (are you restarting the layout or just respawning/relocating player?).

    edit: actually, just keep holding shift until the handplant animation is done. that'll do it.

  • It's slightly more than "recoloured" for starters, more like heavily modified... for instance, completely redesigning the legs, and gourad shading the entire sprite by hand. It's quite known that a method of mine (as well as others) is to use existing charater sheets for an animation template. I'm a good artist, but not a great animator... but whatever.

    yeah that's why i said "most" is recolored because i noticed the difference in the legs. using a sprite sheet as a template is a great idea, as it's a great way to get skeletal references for animation that you would then draw over with your own character. but you're just editing a sprite.

    <img src="http://upload.dfyb.net/uploaded/sprite_compare2.gif">

    nothing wrong with doing that, but i think credit is due. i'm not attacking your artistic ability or anything.

    Anyway, I have made some good progress on the engine tonight over a few too many drinks. Here is a link for those of you who want to check it out and give some feedback. I know certain things aren't working right, like the crouching animation... but anything else you find that's "weird" (regarding play mechanics) please let me know.

    http://www.fileden.com/files/2007/8/21/ ... e-v0.8.exe

    *EDIT*

    Controls:

    Arrow keys to move

    SHIFT to jump

    SHIFT (again) to grab ledge and flip up

    R to restart frame (test control only)

    ~Sol

    i noticed you can just keep holding shift and grab the ledge -- not sure if it's intended, but i like it. and i'd increase floor deceleration or create an animation for slowing down -- right now she slides some.

    i don't mind the transition between flipping up and becoming upright, but perhaps consider speeding up that animation so there's not such a long pause.

  • in a tech demo i did for a class, i tried allowing zoom out to see more of the field. but it would make my particles dissappear.

  • when tracing sprites, at least give credit where it's due

    most of your character is just a recolored version of Angel from KOF.

    <img src="http://upload.dfyb.net/uploaded/angelrun.gif">

    <img src="http://upload.dfyb.net/uploaded/angel-lowjab.gif">

  • just got accepted into the beta and i'm downloading it now

    anyone else?

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dfyb

Member since 16 Sep, 2008

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