MisfitBYTE's Recent Forum Activity

  • Well, it was for a tool request so that might still be an option but I doubt one I'll pursue.

    Thanks for the quick reply.

  • Is there a way to use controllers other than the Xbox 360s? Or will the 360 controller object work with any game pad hooked to the computer?

  • With the sprites not turning, try double clicking on that event to open up its editor and just click Finish again. Do that for each of the controls that has a 01 in the event where it didn't before. That worked for me.

    Though I did end up leaving the old version installed, and installing the new one in a separate folder because the new additions to the platform behavior seriously messed up one of my games. It wasn't a platform game though, and I just got too frustrated to work on fixing it anymore.

    One note, I am experiencing a weird problem with the double install. The windows for layers, animations, even the Properties one sometimes aren't in their proper position or have to be pulled back up whenever I open 99.42 after having the older version open. Its a nuisance, but a livable option if you just can't reach a work around for updating your games.

  • Actually lucid, your fix is pretty spot on. You just need to put the image point on the hero's body so the sword doesn't seem to be floating. Porlo's was the same I think, it just didn't have the arm attached. Namelezz, I think it'd look cool if you put in an arm on that side to give him classic fencing poses. I keep getting that image in my mind when the sword goes between the up/right corner and the bottom/left. Kinda like Daffy Duck swashbuckling. You've also got a good system here if you want to let the player switch weapons, like with a chain ala castlevania, or batman and do some swinging from it.

    Good job all three of ya and I hope you keep working on this Namelezz.

  • I played around with it, don't know if this is still what you're going for though.

    I attached the sword to the hero instead of using the mouse behavior (hope you don't mind but I had to draw a tiny bit of an arm on the guy.)

    He still does the spinning blade attack but I also gave it a couple special moves using combinations with the right/left mouse that don't let the sword spin.

    Left Mouse:

    holding Space - Dash-Stab move where you jerk the mouse forward to stab, and then the character bounces back to avoid being hurt himself.

    Right Mouse:

    holding C - flaming sword (you still swing like normal, it just have plasma attached to it)

    holding Space - Hail Storm starts wherever the mouse's X is.

    Just about every addition is in a new event sheet called Mouse Movement, its grouped and pretty well commented. Everything else was in the Always or At Startup events.

    http://www.box.net/shared/dm4upi3od4

    (ps: I changed jump to the W key for my own comfort, forgot to change it back.)

  • You can create a background or panel for the Boxes, a portrait for the characters, and a dialog box all on a layer by themselves that doesn't scroll. Make them invisible at startup and set them to visible whenever your player talks to an NPC.

    I've uploaded a couple caps as examples, the first one is mostly about adjusting your dialog boxes to fit the size of the dialog, but it also includes a primitive example of a scripting system. (as in movie scripts)

    http://www.box.net/shared/flbrtsc86h - Pre-99.42 version.

    This second version is an attempt at a better dialog system, it still adjust the text boxes, but you also have three NPC's to talk to in it and theres portraits that swap based on which one it is.

    http://www.box.net/shared/8zb2lnnsca - Requires 99.42

    Its not a tutorial, but is pretty well commented.

  • I added some new things to my game Plankton Pistol and took it to test on a different computer but all I get is a Runtime Error

    'Failed to load plugin: C:\Documents and Settings\InsertNameHere\Local Settings\Temp\cap217D.tmp\5.csx (126)'

    I believe the problem is caused by my using an INI file, but I made a number of other changes since last testing it on this older computer so can't be sure. I think I might have to switch to using the hash tables, but want to find out if the INI is actually the problem before I start retooling my save system.

    Can someone tell me if thats the plugin for INI files or something else? (Btw, its in the older version, not 99.4)

    If you've already downloaded the new version of the game (since Aug 13), then the .cap was in the download. If not and would like just the .cap file, then let me know if I should post it here or in the Uploads section.

  • http://www.box.net/shared/n8uomtbgoj

    �NEW VERSION!

    Updates: No more limit on the distance! Save and view your High Scores. The large jellyfish has been replaced with a bomb. Smaller sound files. New background music for both the main game and for the High Score layout.

    Notes: You can still use the cheat codes but if you do, you can't save your score that round.

    (I just thought of this, but when you click Save Score it saves your High Score rather than the score for that round, so you can still save a cheat on the next round.)

    The music is my own creation, if you're looking for some music for one of your own games drop me a line. I work in a lot of genres.

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  • My nephew loved the flash game Kitten Cannon, but I have sucky dialup now and can't let him play it, whole reason I made this game.

    And while I'm typing this, I just got an idea that might let me dynamicly change the layout size and spawn the items..he could go on forever!

    Woohoo, back to work!

  • http://www.box.net/shared/8zb2lnnsca

    edit: I should mention its made in 99.42 so won't work with earlier versions (earlier than 99.4 probably)

    Thats the new cap, the change from tiled backgrounds to panels was a simple replacement but I also added a generic dialog system that can be changed for things like letting an NPC ask a player to go on a quest.

    Its pretty heavily commented, its not really a tutorial. I'm going to write that in a few days.

    I'm not sure how much better this system is actually, it loads values into hash tables from an INI file, so that you get the ease of update from using a .txt as the INI file.

    Later on I'll update it even more with some preprogrammed responses for the player to choose from like in a console RPG.

    Ya'll let me know what you think, are the hash tables better than just getting it straight from the INI all the time or does it even out? I know INIs are supposedly slow, but what about hashes?

    this isn't the finished project, but I'd really like some advice before I continue

  • Thanks for the critique, though I have NO clue what your first line means.

    I tried that with the mouse at first, but then if the cursor goes behind the cannon, it points either all the way up or all the way down instead of the height the mouse is on.

    This is just the first blush, I plan on adding a few things like power ups (instead of the cheat codes), recreating the images that are rips and adding to the animations. Plus more items to fill in a longer level and an actual scoring system.

    (Odd Tidbit: If you go up and down, instead of more of a straight shot, your distance will be longer because it uses the player's traveled distance instead of the width of the screen.)

  • http://www.box.net/shared/n8uomtbgoj

    My first finished game, made for and partially drawn by my little nephew.

    You fire the hand drawn character from Spongebob across the ocean floor to a target at the end of the level, hitting traps and jellyfish along the way that either slow you down or jolt you even further.

    <img src="http://img402.imageshack.us/img402/3783/planktonpng.png">

    Background, cannon, Plankton, seaweed all drawn by my nephew.

    Background music my own original.

    Regretfully some images are rips from actual spongebob games.

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MisfitBYTE

Member since 1 Jul, 2009

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