madster's Recent Forum Activity

  • Wow

    you also get the Madster award for "Game I'm still playing even though I have big budget AAA games installed"

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  • What I did in 2.5d concept was:

    if the player is standing on a platform, set player velocity to platform. After that, do the normal movement stuff.

    This means if you jump off a platform, you'll carry momentum. All momentum is lost when touching the ground (which is kind of normal for a platform game, though you might want to do some other calculation instead)

  • <img src="http://i45.tinypic.com/2dhifqo.jpg">

    roflies... I'm saving that one

  • no problems here, and awesomeness!!

    I spy a SOCKET!!!!

    I look forward to this tutorial =)

  • (...)What I don't get is this strong opposition.

    Developer time I'd rather have them focus on 1.0

    That said, I guess this could be useful as fade is (when it's not getting weird).

    So, BRIEFLY (sans wall-of-text), what would this behavior do?

    Resize over time, I'm guessing, but... forever? oscillating?

  • there's a random expression in the system object.

    random(x) will return an integer between 0 and x-1 (inclusive)

    such that random(4)*360 yields either 0, 90, 180 or 270

  • I have just downloaded vs 2008 c++ express edition and was able to compile the Template.csx plugin

    It works...

    Here are my steps

    Install visual studio

    Install DDK - I have instaled this to c:\WinDDK

    download plugin sdk

    Open the visual studio vc9 solution for the tempate plugin

    Now in the Project -> Template SDK properties

    set Configuration: to All Configurations

    add "C:\WinDDK\7600.16385.0\inc\atl71"

    and "C:\WinDDK\7600.16385.0\inc\mfc42" to the c++ -> general -> additional include directories

    The order of the above is important... atl71 needs to be first

    add "C:\WinDDK\7600.16385.0\inc\mfc42" to the resource->general-> additional include directories

    Configuration - general -Use of MFC: use MFC in a shared dll

    "C:\WinDDK\7600.16385.0\lib\ATL\i386" to the linker->general->additional link libraries

    batch build: release win32 and runtime win32

    goto ../../IDE and copy the plugins folder to your construct plugins and the Template plugin is ready for a test run.

    This needs to be wikified.

    Also, if you have Construct in the program folders, you need to run the compiler with admin permissions so it can write there. And if you registered VS9 Express as a normal user, it'll ask for registration AGAIN when run as an admin. Whee!!! (solution: install Construct as a dev copy in a user folder)

    This means that yes, I got it to compile.

  • you could use it to store levels, call it DLC so people fork out for them XD

  • I never understand people who just *skip skip skip skip* all the way through, then wonder why they think "THIS GAME WAS CRAP!" It's like putting a DVD in... pressing play.... then skipping all the way to the credits.

    Some games make me feel like I'm watching a DVD.

    That can't be right.

    I'm not thinking "THIS GAME WAS CRAP!", I'm thinking "WHEN DO I GET TO PLAY?"

  • > For the record: some big expensive commercial 3D games do have problems with moving platforms. (...)

    >

    2D is entirely different than 3D. (...)

    Edit: Just remember I'm not a programmer...

    nice edit XD

    yeah it's different, but the motion problem is pretty much the same in concept and produces the same problems.

  • Unlimited resources, a good game does not make.

    assert(this)

    There's a game called Bikini Karate Babes, featuring large 2D sprites with 60fps animation. Heard of it? no. Wanna know why?

    It sucks.

  • For the record: some big expensive commercial 3D games do have problems with moving platforms.

    I've seen lots of jittery elevator sequences, for example in EA's Mirror's Edge you kind of sink into the floor while going up. In Pandora's Box (using Epic's Unreal Engine 3) there's a terrible bug where if you're doing over 60fps you go through the floor of the elevator right at the end of the game. There's lots of them so it seems there is no widely known perfect solution.

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madster

Member since 17 Feb, 2009

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