Davioware's Recent Forum Activity

  • TowerClimb is gba resolution. 240x160.

  • Don't use the built in save/load if you want storyline or environmental persistence across layouts. You'll have to come up with a method using files or global variables for that. save load just takes a memory snapshot of the game and loads everything back the way it was (or at least in theory, since it's incredibly buggy and not worth using atm). Making persistence across layouts requires a lot of planning and work, just a heads up.

  • The quality and immersion of the game all depends on the maturity and skill of both players. It's a really cool idea though, kind of like the concretization of a drawing board/chat rpg.

    Theoretical online match.

    *fades in*

    Player 1: "Oh, hello again mary!" *gropes mary*

    storyteller: *facepalm* player 2 disconnected! searching for new storyteller!

  • nice one rojohound. Love seeing bugs like this killed.

  • sure it's not your controller?

  • Use a single hitbox sprite with multiple animations (or frames). Make it the same size as your sprite, copy your sprite in, and draw over his fist or arm or whatever. Erase everything else and code it up so that when he punches it switches the animation or frame of his extra attack hitbox.

    All of these things feel like work-arounds to me.

    Actually, like deadeye mentioned, you're not saving much/any time with your way. Your just putting the hitbox work into the picture editor and behind the scenes of the IDE. This is worse than making a seperate sprite IMO. Fiddling with the picture editor to align frames and hitboxes is a pain as is (you can't see the hitbox during the runtime etc.), and then your stuck with a hitbox tied to your image. You won't be able to offset it for special attacks, or do other advanced things. Fighting games take a lot of work. What feels like a "work around" is actually the necessary, unavoidable work.

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  • Something like this maybe?

    http://www.newgrounds.com/portal/view/520768

    It's pretty fun I'd say. All depends on the execution.

  • And whenever you write an expression that doesn't contain Timedelta, it should pop up "ARE YOU SURE?"

    TowerClimb: Over 700 events, and thousands of actions and expressions, not ONE of them containing the word "timedelta". This would be a nightmare for me.

  • IMO resident evil 4 had some of the best cutscenes. They had action commands hidden at specific times during the scene, like dodging an axe or grabbing a cliff. You could actually die during a cutscene, and it really made you feel connected.

  • The time it took you to write this post is the time you could have used "save as" hundreds of times. It's only 2 seconds more work. In programs which have an iterative save, I still use save as.

  • Will you fix the ceiling jump bug?

    Yes, it has been fixed.

    The next version will be the final game, and it has way more content and polish. Should be a few months till it's out.

  • It reminds me of dinorun. Also, it's very easy if you aim straight up. Thirdly, that dino has some strong egg pushing muscles. Must have evolved as a form of primitive AA/egg cracking mechanism. Egging down other dinos isn't very happy, by the way. It's mean!

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Davioware

Member since 25 Sep, 2008

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