Davioware's Recent Forum Activity

  • Easier said than done.

  • lol yea i realize the typos, just never bothered fixing them because i didn't feel like rebuilding it. As for character selection, use the mouse. As i said i just pumped this game out in 2 days, the title screen was made about 2 minutes before i exe'd it.

  • A while ago, I made a game for my friends who are constantly arguing over stupid things. The game aims to settle any matter, indefinitely, between the two friends. It's been used a couple of times and I have to say it's both hilarious and satisfying at the same time. I didn't include myself in the game (as i was hoping to make myself an overpowered character, but then figured i had already spent enough with 2 days working on the game . ). A lot of the dialog contained within refer to inside jokes, so interpret them as you wish...I spent a whole 10 hours over 2 days making this little tool, so give it a spin! It was finished a while ago, but i figured i'd post it for shits and giggles.

    The controls are meant for two players on the same keyboard (one button each...), and there's no ai to play against. So... play with someone near you, or just be both players to see how the game rolls.

    http://dl.getdropbox.com/u/1010927/DAVS%20OWNAGE.zip

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  • Soldja i think we've found your evil linux twin!

  • It's too redundant, sprites are enough i find. It doesnt take that long to set up events anyways, and imo i would not use it.

  • blaarg's filter only makes those rgb dots which tv's use. Really, the only way to make it look authentic is to play it on an old tv. High contrast just depends on sprites. Color bleeding can be done with a shader.

  • I had to do a search to find out who the hell blaarg was. You shouldn't expect people to "innately know" someone who made a filter for an emulator.

    It would be possible with a pixel shader, but good luck finding someone who would write it for you: it's a pretty niche request. Having a filter doesn't make it a console game btw . Just make your game low res and it should fit the bill. Try the ghost shooter tutorial if you have no clue what using construct is like.

  • <img src="http://dl.getdropbox.com/u/1010927/madster.bmp">

    Madster will forever be known as the LEET breaker.

  • rule of thumb: you shouldn't use textures bigger than 1024x1024. I know it's just a test cap, only mentioning it in case you didn't already know. Having either the width or height of the texture bigger than 1024 makes a 2048x2048 image, which can cause slowdowns on older machines.

  • yea, pretty sure thats it. you can also use another sprite if it makes it any easier. make a 4x1 px sprite with the action point on one side, then put an image point on the other side. then set the object position to the image point and rotate the rotate-helper sprite. The distance is rotate-helper.width (just thought of this now, actually seems like a pretty useful idea ).

  • I have a game which has some really high attention to detail sound effects (not whine btw), and I've noticed this issue with a few sounds. Not sure what causes it though.

  • They seem pretty similar to me...

    for 0 to 9 = repeat 10 times (or 9 times, i forget )

    anything i should know about?

    redundant?

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Davioware

Member since 25 Sep, 2008

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