madster's Recent Forum Activity

  • You could post a tutorial on tiling. That'd be awesome.

    As I seem to take way too long at it.

  • However, if your game requires pixel perfect collisions, and you don't want to risk an object "skipping through" parts of your level because the frame rate dropped too much, then that's when you should use a fixed frame rate.

    Actually you just have to set bounds on your game world

    Say your thinnest object is 10px wide on it's smallest side (careful with convex objects). Then you can't have *any* object move 20px or more on a single tick, else you risk skipping it. Then you gotta cap it. Say your fastest object goes at 100px per second (100*Timedelta).

    We'll set a safety margin of 15%

    20px * (1- 0.15) = 20px*0.85 = 17px

    100[px/s] / 17[px] = 5.8[1/s]

    thus 5.8 is the minimum FPS, which can be set directly in Construct.

    Test: at 5.8FPS (5.8[1/s]) an object going at 100[px/s] will advance 100/5.8 [px] = 17.24, which is less than our thinnest object (20px), thus collision would be detected.

    With unaligned bounding boxes or pixel-perfect collision however things change, as a tiny corner of a big object could mean a collision. In that case you just gotta decide (in numbers) how forgiving the game is.

    (this took quite a while to piece together, did a long time ago)

    Edit: some math and spelling goofs

  • What are you talking about SNK is coming out with A new HD King Of The Fighter.

    The King of Fighters XII in July 16, 2009.

    Holy crap you're right!

    :O

  • "I'm use to programming, kinda wish python was ready"

    Me too

    But then again using events has been really fast and easy. It's just event-oriented code. Kinda like javascript/actionscript, only loops are special events here (that still throws me off)

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  • Am I the only one that thinks this effect looks weird?

    :s I couldn't exactly tell why, but it doesn't look right.

  • iso behaviour would be nice, since all iso stuff is pretty much doing the same thing.

    Just occurred to me: wouldn't be the Grid Movement be really helpful here?

    I tried and it lacks some really simple stuff to work.

    -instant displacement if speed is set to zero (having a really large speed works but it's kind of inelegant).

    -move vertically AND horizontally: currently you can tell it to move either vertically or horizontally. Custom grids can take any shape but they're regular and you can always fit them into a square grid with some redundance. In an iso grid you'd move 1down+1left, 1up+1right, 2left or 2right. The grid would be half the width of a tile and the height of a tile, centered on a tile.

    With vertical+horizontal grid movement you can even do hexagonal tiles or any weird regular discrete mappings you can come up with. No idea about Z though if it's a multiple of tile height it would work with this too. Maybe a custom movement axis?

    Perhaps this is simple enough to implement?

  • Process Explorer (and Process Monitor) can tell you more.

    http://technet.microsoft.com/en-us/sysinternals/bb896653.aspx

  • However if you do that and then remove/add elements, they'll do the same as ID.

    If you want them to stay orderly numbered, I suggest you implement a stack of UIDs using Array. Then you just reference by the array index. Store the current size somewhere, too.

  • Samus was a bit of a ploy tho, you didn't know he was a she until you beat the game or some friend told you/gave you a mysterious "cheat code" and didn't say what it did

    And if you were good, you got to see her in a bikini. O_o

    But back on the subject: we should tell that guy to come try Construct

  • you could always stuff the data on arrays

    as for character sprites, you could either have one object per party member slot and load animations on runtime (can one add frames on runtime? set frames other than the first? never tried) or you could have a different object per character and spawn them accordingly.

  • Whoa. Looks great! Are the large animations avis or sprites?

    everything went smoothly here, loving the door transitions, gives a very solid feeling for the place.

    I did manage to get out of a room and walk towards the camera though. At the pantry, towards the lower right.

    A suggestion: when stepping through text, do it faster but have it take a bit longer on punctuation. That'll give it more rythm, like it was someone reading it.

    Also: at first it wasn't clear to me that the weird look on the portrait meant I was near something of interest. Some less game-savvy people might take longer to figure it out. Maybe pop out a hint the first time it happens?

  • Muramasa looks awesome. I did see two 3D backgrounds though, but the regular ones looked great.

    I believe the SF2HD guys didn't use bones to preserve the original look, that's why it was so expensive (and why no one would consider KOF HD).

    However, building from the ground up, using bones is a no-brainer. Specially considering how it can look when used properly (props to Vanillaware).

    And I believe there is still room to get creative with 2D tricks and visual styles! (judging by what I've seen you guys do in other threads)

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madster

Member since 17 Feb, 2009

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