deadeye's Recent Forum Activity

  • If you're really worried then put in some security measures like checking the file size or something. If any one of your files has been messed with, don't run the game.

    Personally, I wouldn't be too concerned about it. If they break the game, they can't play it, and they have no one to blame but themselves. If they mod the game... well, no biggie. Put in a static title screen that will always show you were the original creator no matter what. It's not like people can claim they made the game then.

    And even if people are modding your game, that means that they're so interested in it that they want to extend the life of your game. It should be taken as a compliment.

    Hell, you could even be nice about it and show people how to mod your game. If you want. It's all a matter of perspective

  • I was wondering if anyone can direct me to a sample of any game or portion of a game, created using Construct, that features backgrounds that are animated in portions, and that appear to merge seamlessly with foreground scenery. Parallax examples would be good, too.

    Another thing I would love to see is a sample of a player character that appears to move in 3D space, (turning and getting smaller as he moves toward the background, larger when he moves toward the foreground, or "camera").

    Are these things possible to be accomplished without "scripting"?

    By "scripting" I assume you mean creating events in the event sheet editor. In that case, then yes you can do parallax without events. Z sorting and scaling, no you cannot.

    Would all the elements I mentioned be handled using "sprite" functions?

    Yeah, sure.

  • We get questions from time to time on how to make buttons and things. So here's how.

    So, why might it be necessary to create your own UI elements, rather than use the existing Windows controls? Two reasons:

    � The default Windows controls always render above all other elements, which can obscure the view of your other game objects

    � They're not very customizable, so you're stuck with whatever theme the player has on their PC

    � They're not scalable. If you zoom your display, the default Windows elements will stay the same size no matter what! That's totally bogus.

    (Yes, I know that's actually three reasons. So what.)

    <img src="http://i41.tinypic.com/2hyz6mf.png">

    Download:

    http://www.box.net/shared/92sapgp6lc

    Follow the text in the .rtf!

  • The animation route is a good solution to tile mapping, except it's hell when your designing your levels, because you have to assign the correct pv's to each and every tile so they display the right animation.

    Not if you create your own dynamic placement routine that checks the top/bottom/left/right edges of, say, tiled background object dummies, and places the sprites and assigns their frames accordingly.

    Or you could have each sprite detect whether it's got a neighbor on whichever side and have it set it's own frame to line up with it's neighboring tiles.

    Either way you wouldn't have to do anything except place one kind of tile per terrain type, and the map would sort itself out at runtime.

  • Not quite...

    <img src="http://i42.tinypic.com/246j5aa.jpg">

    Mmm, apple pie.

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  • I wouldn't call it truly open e-mail-killer solution if it's still a service provided by one company. If there was open protocol so that anywho could create their own wave service which worked with other wave services, I would approve it totally.

    You didn't watch the whole video, did you?

    In fact, not only is the protocol open to any competing company, they demonstrate different wave clients running on different servers and communicating with each other in that video.

    One of them is even a text-only client.

  • I think it might be better if the sine behavior has a 'value only' mode, where it simply stores the value of the current oscillation. Then you could do 'always - set <anything> to self[sine].value' or something like that.

    Argh, just when I was getting the hang of using real sin and cos. You're enabling my math retardedness!

  • And people use email to send lame chain lists and spam. Does that make email bad?

    A technology shouldn't be judged by how poorly you can abuse it.

  • You can do this already, but it takes a buttload of detectors and other messy stuff. It would be a nice feature to have if it was possible to implement easily enough.

    ~Sol

    What detectors? Step into the world of Overlapping at Offset, my friend.

    Also, the platform object has conditions for Has Wall on Left/Right, Ceiling is Above, and On Ground... so yeah, you can make your own crushing events pretty easily. Either just stop the solids from moving when they hit, or destroy your platform object when it's crushed, so it doesn't teleport out of the solid due to intersecting.

  • i drives da batsmobile

    vroom vroom!

  • Actually, I think this looks really cool. I watched the whole thing from beginning to end. It looks to me like it could be a really useful form of communication, as long as people actually take the time to look at the potential rather than just say "meh it's another lame fad like twitter."

    I mean... come on. Their framework can update a website in real time. How is that not friggin cool? I was especially impressed by the realtime translation demo at the end.

    Once this launches I'm sure there will be more streamlined and specialized apps that use this framework.

  • I'm pretty sure that in Soviet Russia Yakov Smirnoff doesn't even tell those jokes any more.

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deadeye

Member since 11 Nov, 2007

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