newt's Recent Forum Activity

  • Hmm, well supposedly the only thing that should limit you is hardware, but you are getting into territory that's not been tested too much.

    I suppose it could be ram rather than vram, what with the editor taking up a bit as well.

  • <- [s:3v6b8l7m]Cuts off own ear.[/s:3v6b8l7m]

    <-Does ragdoll physics with backfilps, and cuts off own ear.

  • How much ram is it taking up before you add that final straw?

  • I am curious as to how their speed compares to C2html5.

  • DOOM

    If I hadn't know that there was a skull under that hat I would have said it looks like Slash from GnR.

    Albeit a rather bulky pissed off one. Also I must admit the weapon does lend a bit to that as well.

    Kudos on the concept.

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  • Thats just for Stack, to pick within the list you would use Deque.

    Also yeah card games would be a good example.

  • Well I had a choice of either that or Rick Roll, but Rick falls more into the torture category.

  • Sorry, but I have to disagree here. A scary game doesn't necessarily have to depend on story line or character development. The games mechanics can lend a lot to a scary feeling, based on difficulty, and what you have to loose.

    To demonstrate here's a little match game where you drag the matching tiles together to move the game along.

    I'm not sure what everybody would consider scary, but when you spend some time arranging things only to have it all fall apart it can be rather frighting.

    To play wait for the tiles to auto arrange, and then drag the corresponding tiles together.

    http://dl.dropbox.com/u/666516/Matchgamestart.exe

    Edit:

    Its unfinished, but you get the idea.

  • Well basically you want to use it when you want to keep track of a list of things that don't exist as objects. For example, scores, coordinates, colors etc. Now we have other objects that can do that, but SQD offers a different way to access that data on the fly, and either use it, or change it without having to worry about preserving order.

    A good example might be powerups. Say you have a ship that gets a powerup when it collides with an object, but you don't want to use the bonus right then, like only when a player presses a button.

    With Stack you can do that like a bullet clip, where the first bullet in is the last one out.

    +> Ship on collision with bonusbomb

    ->stack push bonusbomb

    +>Ship on collision with bonusfireball

    -> stack push bonusfireball

    +>M&K on space bar pushed

    ->Ship spawn object(stack.top)

    ->stack pop top

    So with that if the ship ran into a fireball, then a bomb, and then another bomb, when you pressed space it would spawn a bomb, then another bomb, and then a fireball, but then the stack would be empty, just like a clip.

  • Confirmed, there's a bug with deactivate.

  • Here's a quick demo to show how each plug handles data differently. Just toggle the corresponding events for each plug type.

    http://dl.dropbox.com/u/666516/dqs.cap

  • The Game Jolt Achievements plug now has web storage, which means you can store game saves online in text format.

    http://gamejolt.com/developers/achievements/

    The method is much like ini, where you designate a key, and data for the key. You can not make multiple items like ini, but you can make as many keys/groups as you like, and there is user storage, as well as game storage ie global data.

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newt

Member since 12 Nov, 2008

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