lucid's Forum Posts

  • thanks all, especially those who tried it and reported glitches

    try this:

    http://dl.dropbox.com/u/1013446/mantis/test.exe

    it's a virus....just kidding

    it's a new version, took out a bunch of stuff like buildings, and backgrounds.

    I'll worry about adding stuff that should be added later, later

    I want to get the basic game working on peoples machines first

    this version allows you to set resolution, and should run on machines with 128 megs vram

  • [quote:36mr155b]Care to elaborate?

    After compiling, the game simply crashes. I can not even run in debug mode. And the error message is a generic Windows error message: "Temp.exe has encountered a problem and needs to close. ..." With the .85 version it run perfectly, but with more recent versions it crashes.

    Actually I am using many For each loops.

    same here

  • Unless I somehow posted the wrong link its in my previous post

    The one that ends in plugins.rar

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  • Rojo, could you maybe submit another bit of code that either disables that feature or automatically sets whatever if there is only one frame or for paused animations?

    I could submit a bug report or feature request but I think it would be on the backlog, whereas you may already know exactly where the issue is.

    The following isn't a rant, just making my case for you to take the time:

    Even when it doesn't affect caps to the point where people notice. Its cutting down the effeciency of almost every game since most game have single frame backgrounds, platforms, ui elements, etc.

    It was a necessary fix, but its created another problem. The little bit of maintenence it seems to require becomes a problem with older caps when people wanna upgrade, or with noobs who don't know about it, or when you're building up a cap and it suddenly manifests itself, as there is no easy way to go through a crowded layout and make sure you got every last one. The alternative to manually set 1 frame animations to 0 speed every time is inconvenient and easy to forget

  • so file a bug report

  • http://dl.dropbox.com/u/1013446/imgpts.cap

    you'll need the s plugin to run the cap

    http://dl.dropbox.com/u/1013446/Plugins.rar

    if you just want to test it without downloading the plugin here:

    http://dl.dropbox.com/u/1013446/imgpts.exe

    to use double click to add an "imagepoint"

    hold right mouse button to rotate sprite

    the names of the expressions when searching for an expression are Get Rotated X from Offsets and Get Rotated Y from Offsets

    S.xoffrot(origin x, origin angle, x offset, y offset)[/code:21dx10j0]
    and
    [code:21dx10j0]S.yoffrot(origin y, origin angle, x offset, y offset)[/code:21dx10j0]
    for example, you have a sprite called sprite, and you wanted to add an imagepoint at runtime at position  4,5
    S.xoffrot(sprite.x, sprite.angle, 4, 5)
    S.yoffrot(sprite.y, sprite.angle, 4, 5)
    [h2]
    
    other advanced features like being able to stretch the sprite and have the imagepoint stretch,
    or being able to add an imagepoint while the sprite is already rotated and get the correct offsets are both automated through expressions with 's', but not worth posting here, unless you decide you want to work with it.
    
    also, if you fall deeply in love with 's' and decide to dedicate yourself to learning the arcane arts of 's'ness,  there are actions that will automatically generate an array of offsets for you from a an array of sprites, and other weird craziness[/h2]
  • Haven't tested this yet, but woohoot! That's awesome.

    Thanks again devs

  • You can't change imagepoints or hotspots at runtime, however the s plugin has math expressions that are the equivalent of imagepoint rotations, called get offset something or other

    You basically put in the x and y offsets, and the original sprite coordinates and angle, and it tells you the x and y coordinate it would be at rotated at that position.

    If you're going to be resizing there is a little more math.

    Let me know and ill try to get an answer if my job ever let's me leave

  • I've never looked into it

    so i can't answer your question directly, but an alternative that will probably sound almost exactly the same:

    if you don't have so many sounds in your game this would become a major pain

    you might try having two versions of each sound the high passed, and the normal, and then cross fade them using distance as the fading parameter

  • thanks guys, by the way here's all the entries:

    http://www.indiepubgames.com/games.php?sort=contest

    pretty much what you saw in the video is what there is to play there, so there' not really a game at all, I'm placing all my hopes in the following statement made as a reply to someone's question in one of the contest threads:

    [quote:bz7n0sk6]Hi!

    We never intended the contest to be only for games made at the contest start. We will accept games made earlier. There isn't any way for us to verify when a game was made anyways. The contest time frame was to give some time to get the word out there, and to give developers some time to finish up their games. But we'll definitely give full consideration to games made in the last 3 months, with understanding that they may be less polished or developed. For example, I made my game Storm in the last few weeks of the first competition, and that won Community Favorite.

    What we look for is potential in a game. Sure, we are interested in super polished games made by highly experienced indie developers, but we are just as interested in quick and dirty prototypes built by young, new, aspiring developers. If your game is interesting and has potential to be a great full game, we are completely interested in it.

    and

    [quote:bz7n0sk6]We aren't only going to find one game to be published: we will try to work out publishing deals with any developer who seems to have a promising game. We are certain that we can attract all sorts of great developers; we already are doing deals from previous contestants (like me!).

    even though there's isn't much to go on in my game, I'm hoping I have a shot because of the art direction, and the idea of total control. it's a longshot though.

    I'm going to try all of them eventually, but so far the best looking one's i've seen are alpha squad, which is insanely polished, if not too original, basically a beautiful ghost shooter, and clayton something, it's a tower defense game. oh yeah and dustforce looks fun too

    if anyone sees any other really good looking one's let me know

  • hey scirra folks

    been working on a game for a month, so far, started when I heard about the indiepub competition. Unfortunately didn't even get a full level done for the contest, hopefully my sandbox will garner some fans. Now that it's uploaded an such I wanted to share what I have with my scirra friends, those who haven't already seen it in chat that is.

    the vids really are where it's at, because it's the motion that shows off anything special there is to see. The sword vid being the one that reveals the most about gameplay. All motion and controls in the game will be fully dynamic like that vid, swinging swords catapulting grenades, moving arms of vehicles, etc, will all be fully controlled by the player.

    first some screens: (right click view image if it doesn't fit)

    <img src="http://dl.dropbox.com/u/1013446/mantis/Temp%202010-07-31%2021-30-04-96.png">

    <img src="http://dl.dropbox.com/u/1013446/mantis/Temp%202010-07-31%2021-30-32-05.png">

    <img src="http://dl.dropbox.com/u/1013446/mantis/Temp%202010-07-31%2021-31-43-67.png">

    the detail is going to be uncompromising, everything you see in these shots, can be zoomed in to fill up the entire screen without pixelating or blurring, the sword sprite for instance, is 1703x421. At certain times in the game it will zoom in and slow down to capture a moment, and the details will be revealed:

    here's a closeup of the in-game sprite for the one of the rat's handguns:

    <img src="http://dl.dropbox.com/u/1013446/mantis/rathandgun.png">

    and here are some early vids: (they're kinda big so probably easier to rightclick download than to view in browser)

    http://dl.dropbox.com/u/1013446/mantis/mantissword.avi

    http://dl.dropbox.com/u/1013446/mantis/cartransform_new.avi

    http://dl.dropbox.com/u/1013446/mantis/mantiselevator.avi

    one more vid here, not as hi res as the others, but if you're one not to wanna download stuff:

    http://www.metacafe.com/watch/4994274/embryo_game_alpha/

    and it's basically the sword and car vids combined with grass, but here's the hi-res version of that metacafe vid:

    http://dl.dropbox.com/u/1013446/mantis/mantis2.avi

    in a few days the little alpha thing I uploaded to indiepubgames will be ready for download and I'll be back here begging people to go vote for me. It's insanely incomplete, hopefully someone there will see some potential though. I'll post some more info about the game in future postings as I plan to fully develop it. But for now, I'm going to go rest, I've done nothing but work my dayjob and work on this game for a month and I don't even want to think about it anymore now:)

    thanks for taking a look

  • I just hope you don't forget the memory leak in the event wizard still exists!

    yeah, I finally get what all the fuss is about

    now that I have a large cap

    I'm not exaggerating here, I save every 1 to 3 actions I add or change.

    it crashes often enough that I don't feel like I'm wasting time doing so

    someone suggested the option of disabling the icons for larger caps as a workaround if necessary for 1.0, which if that really is the source of the leak, is far better than nothing. even being able to disable graphics for the layout view would be good as well, since you have to switch to that view to change behaviors and effects, and sometimes it crashes when changing between layout and event views

  • yeah thanks minor

    if you could make a spritefont tutorial that works with layout switching

    I would appreciate it, these people keep asking me about spritefont, like I have anything to do with it. sheesh

  • help us out minor