Vilehead's Forum Posts

  • There was a slight bug that made water "stand up" in horizontal platforms.

    Watch first 7 seconds of

    tulamide made the whole thing.

    I made a tiny change inserting a random move by 5 pixels when it is created.

    http://dl.dropbox.com/u/984249/fluid2%2 ... 20move.cap

    Also, it's created by mouse button and I changed the colors.

    My first bug squash ever. I feel the testosterone levels rising... AARGGH!

    I like you.

    you are such a positive person ^_^

  • you can also make the menu on a diffrent layout as long as your level has nothing set on layout startup. I do this because i hate timescale ^^

  • I would rather love to play "Being Ashley - Construct the inner demon". Rumors say the Amazing Game Studio is working on it for 8 years now, as it is an exact developer-simulation-engine (incl. physics!), but they never released any screens or videos, so maybe this game was cancelled...

    sounds like Duke Nukem Forever

    or a new Windows release that actualy DOESNT suck or implement stuff and solutions that Linux has from 10 years.

  • [quote:hc1yvl72]Have all the mods gone to sleep?

    they were never awake to being with lol

    joking

  • actualy, if you aim for Atari it should be something more like this:

    which gives me an idea...

    :>

    EDIT:

    Then again - maybe not lol. I though to actualy make a game like this but i dont know how to make a game based on game developing FUN.

    It would end up as generic Korean MMO grind lol

  • Make tiling easier! 2d game editor without tiling features is nonsense. You wouldn't copy-paste sprites or press Enter if you have a huge level that should consist of thousands tiled sprites.

    Just add feature like this, similar to that "drag sprite and press enter" but it should works like brush. I mean, drag sprite, hold some key (shift, etc.) and move mouse over layout - and it will automaticaly fill grid cells with selected sprites.

    P.S. Sorry if my English is bad

    I would love the dev's to check RPG Maker and see how tiling is handled there. Its preety much perfect. And its in use from like 10 years!

  • [quote:5x92qts4]And your stupid... your an amazing graphic artist!! haha

    i wish!

    remember to show me your game with updated sprites i am curious how it works and i need to see it in action to be sure if it looks good

  • Whoa 2 hours?!?! and i can't download because the page says Server not found

    hmm thats odd. oh well. then download via this link and tell me does it work

    http://www.sendspace.pl/file/ffae22231b26f6d3d1e46e3

    and 2h... well. I could propably finish it in about 15 minutes but thats my problem... I have hard time making myself satisfied. So i work, delete, work again, delete, rework, delete ect ect till i am either satisfied or tired. And sadly, in most cases it ends because of that 2nd reason lol

    Exactly like with the game i am currently working on. The task is simple. just about 20 semi-isometric tiles which should be done in less then an hour. Yet, its already my 5th hour and its still far from finished.

    and seriously - above everything its because i just suck as a graphic artist ;PP

  • Irbis

    there so cool! but i can't download and we have 7 hour difference so sorrry for the late response

    glad if you like them belive it or not it took me about 2hours to polish them all.

    As for downloading - what do you mean exactly? like you cant download them now or in general?

    because the link is working - i double checked. If its the time i will leave the rar with the sprites on the net untill you will download them.

  • Quazi,

    thanks for the tips. I pursued the same approach, trying to use a dummy physics object with ellipse collision and setting the blobs to the dummy's position. But I used an id-system and whatever went wrong (can't tell, because I can't find that test cap), the result was that after a few hundred sprites the physics refused to work correctly. Suddenly the framerate went down to under 10fps and objects fell through "solids", etc.

    Didn't think of containers. After reading your post, I retried and the container trick works perfectly, as can be seen here:

    (Left: custom, Right: ellipse)

    Note: The only change is to spawn one dummy with ellipse collision check and one blob sprite, instead of just one blob sprite with custom collision check. Although having double as much sprites, I could double the max particles.

    Now I finally have enough fluid to form my game idea to something playable. Yeah

    this looks mind blowing O_O

  • oh and please tell me when you'll finish downloading so i will delete it. its eating my bandwith

  • cant wait

  • i can propably point you to the right direction if you would need music and maybe SFX.

    As for graphics - depends what do you need.

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  • it works fine when im going left.

    try the same in literaly any game. itll be the same.

  • okey - done.

    Had some fun doing them

    heres the preview of all sprites (click to enlarge and dont mind that cloudy background, its just for show)

    and heres the sprites in rar

    http://db.tt/hf9c3PJ

    i tried not to mess up with the images size so you propably can just replace them without any more editing (except fliping perhaps)

    ive made few of variations of the same sprites some you have couple of the same sprite version to chose from. they are named after their usage.

    Oh and i wasnt sure if you want a custome made background instead of that gradiant you used so ive made one anyway lol

    Hope you like them