Davioware's Recent Forum Activity

  • I guess this means we can now test for conditions with behaviors? Like for example: "sprite overlaps platformer behavior"?

    But come to think of it... Shouldn't attributes be merged with families, not behaviors? It just makes more sense. "Solid" and other attributes should be pickable anyways. Object overlaps solid: solid -> destroy just makes more sense as a family, and is useful. Behaviors do things. Attributes are testable but unpickable groupings of objects, nothing more. Families are testable and pickable groupings of objects. Why do attributes exist again? If anything, when creating a family, you should be prompted to define the family as attribute or not, which just means it can't have family variables. Then again, I only ever used attributes because they were less buggy than families and simpler to add remove (no messing with variables etc.). Also, this time around, please don't mix family variables with normal private variables. They should be in separate lists (the family vars in the family dropdown, and the normals in the pv dropdown). And don't make families inherit already created variables of objects, keep those two variable lists completely separate.

    It's weird to have attributes as behaviors. And then to user-define a behavior just so we can test overlapping with them but not pick them? I don't see the point. Attributes are like mini families currently, just make them real families. It would also be cool if when you add the family for "destroy on startup" or other predefined ones, it adds the corresponding events to the project, maybe at the end of the event sheet or something, or it makes a new event group called "pre-defined families". So you actually see the code which is in your game. I've sometimes forgotten about "behind the scenes attribute code" when I was newer, which runs invisibly when you tick one of those boxes, leading to long bug hunts just to figure out why something is destroying on startup because I forgot about attribute code. If the events were actually added to your sheet, then you would see the code which affects your game. You would also be able to edit how the "center view" code and others behaves etc. because it would just be events referencing that family.

  • You don't need python to make a good game, at all. This was all made with events. Python just makes data-heavy algorithms easier.

  • I was being sarcastic.

    That's my game. Hehe.

  • Screenshots look familiar to me. I wonder where you got the idea.

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  • I understand the show since I know french, never heard of it though. What's weird is that he calls 2d games "1d" games. Shows name means "wasted time".

  • I wish they made more original platformers for current gen consoles. Just give me Mario sunshine (minus the jet-pack, like in those challenge levels) with a half-decent level editor please. Let users share their Mario levels, LBP style. Insta hit. Come to think of it, I have to buy a damn whole ps3 just for the brilliance that is LBP. Media molecule is my new favorite game company and I haven't even tried LBP 1 or 2 yet. My old fave developer, Rareware, has stopped making great original titles like Conker's BFD and have moved onto avatar games. Like really, avatar games? Screw casual gamers! Make me a new Conker game and you'll redeem yourselves. Nuts and bolts was great fun, and a good twist on the series, but was lacking the grandiose customization options that LBP offers, especially in the online department (no detachers or per cube destruction online? WHYYYYYYYY!?!?!?).

    \rant

  • Very cool Arcticus. I've always wanted to make an isometic game, but the sorting and other niggly technical issues always kinda bummed me out a bit and I didn't really feel like spending a lot of time coming up with a good engine like you have. You definitely should start work on a game, because the engine seems rock solid. Your demo sparked vivid visions of an isometric towerclimb in my head. The level generation would actually be the exact same code, but with a third axis, so it's quite easy to do. Pair that up with a layered cutaway style camera and It could actually make a rad iso-platformer.

  • Yea bc2 is good. I particularly enjoy c4-ing atv's and zooming up to enemy tanks for the kill. I hate the arduous and unfair unlock process though. Veterans have all the best weapons, while new players get the crap weapons. And those graphics are crazy in the trailer.

  • He just told you.

  • <img src="http://dl.dropbox.com/u/1010927/Forumpics/Tc%20boxart.png">

    Full img:http://dl.dropbox.com/u/1010927/Forumpics/Tc%20boxart.png

  • Conway's or the board game?

  • "Be aware though, setting a fixed framerate means you rely on your player's hardware to be able to calculate that much frames of your game per second, which is not always given. Also, as soon as there is anything that inhibits the pc at times, your game will run much slower, etc."

    This is something I forgot to mention. When you don't use timedelta, your game will slow down when the pc can't handle putting out the frames, as opposed to moving the objects further each frame. It really comes down to choosing Slow down lag VS Frame skip lag. I prefer slowdown. What tulamide said isn't really clearly stated so i'll clarify: Not using timedelta is what will cause the slowdown type lag; it doesn't have to do with fixed framerate. You can set a fixed framerate and have the "lag" (framerate drops,sections where the pc can't keep up) be either slowdown type or frame skip type depending on whether your code uses timedelta. On the contrary, you can have slowdown type lag in a Vsynced game by not using timedelta.

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Davioware

Member since 25 Sep, 2008

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