Davioware's Recent Forum Activity

  • Evil spam bot technology is advancing at a rapid pace. Why someone would click on his sig is beyond me.. Who would actually buy something like clothing or jewelry from a sig link... Futile spammers. I'll keep an eye out for this sneaky bot.

  • Are you using a windows button? if so, don't. Also, there's really no way of telling what's going on without a cap file. You may say you double checked all your events, but that's hardly effective when looking for bugs. Many a times i've said that my events were fine after double checking them, when in reality, they weren't. A programmer looking at his own code may think it's fine, but when another looks at it the bugs may be blatantly obvious. You say that where you call your action changes things... Many things can be the problem: Accidental subevent picking, order of actions, etc. There's no way of helping without a cap.

  • I suggest fixing the collision bug: http://sourceforge.net/tracker/?func=de ... id=1003219 before marking this as stable. It's a huge problem which can randomly crash the runtime

  • yea I geuss that makes sense actually. And I recognize those sounds, hehe.

  • I haven't checked but it might be possible to use the z heights for slopes. Course you cant get collision detection from that, but would it actually be needed?

    Yes, collision detection would be needed. And z height for slopes isn't a very good idea. No one should be forced to use z height.

    And Madster, I'd like a bit more clarification on what exactly your plugin does. Are we talking battletoads style 2.5d, or isometric platforming? You didn't really explain.

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  • why does the man's shadow rotate with him?

  • Epicopter has thousands of lines of actions, too many to count.

  • Very cool Madster, can't wait.

  • Hmm, I use families all the time without problems... The only bug I'm aware of is if you give a family behavior specific instructions, but not all members of the family have that behavior. Then again it shouldn't let you give those actions, but I recall the bug being somewhere along those lines, either with shaders or behaviors. Well, if it's getting too annoying, feel free to pm me the cap and i'll have a look. If you want to keep your game secret, then that's fine with me too. Also, make sure you pick a family member before giving actions to it. That's what I usually do and it works without problems.

  • I think the collision thing you speak of would require a lot of work. Probably the fastest way to check the collisions would be to render the vector graphic onto a texture then pixel check that. Otherwise I guess they would have to write some sort of equation solving collision engine (unless dx already has some sort of library built in for this, which I'm guessing is more than plausible.).

    Anyways, I'm all for some sort of geometric drawing capability, but I believe it's too much work right now to expect anything useable in the near future. What I would really like to see is polygonal drawing capabilities with the canvas. Speaking of canvas, there's a hell of a lot of bugs with it... Guess I better go report them.

  • Hundreds, thousands, hundreds of thousands, it all depends on the size of the sprite.

    No, I wouldn't go over 2000-3000 regular size sprites onscreen at any given time, (<128x128) if you want to maintain good frame rate on modern non gaming pcs. Even with a 4x4 sprite, fps will slow down displaying over 15000 of them (on my fairly modern pc (8300 GS)), and that's without any events processing on them. Construct cannot handle hundreds of thousands of sprites effectively. However, fps all depends on your game. Start using shaders and you'll see slowdown a lot faster than displaying a lot of sprites.

  • I'm planning on polishing it a lot more, and redoing the levels and boss, since this version was literally shoved out of my pc to meet the deadline. Think of this as a gameplay prototype.

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Davioware

Member since 25 Sep, 2008

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