deadeye's Recent Forum Activity

  • I didn't think they had DST in Englandia...

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  • The system condition just gives you more control over picking of the instances that are colliding.

    It's more useful, I think, if you don't want to pick the instances for whatever reason.

  • i could only guess that the physics engine wants to have a word with you about spawning one box at the exact same position as another box. something about that being physically impossible

    That's what I thought too, so I changed it up so that one box was destroyed before the other was created. It still did the jumpy thing :/

  • I believe David mentioned the possibility of porting his Move Safely object (or an equivalent) to Construct, but that's not likely going to help you for now

    I suppose you could reduce the number of steps in your loop, then back out when collision is triggered. For instance, if your player hitbox is, say, 64px wide then you can very easily move in increments of 32px and know that if there is something to collide with, then a collision will occur. At that point, run a second loop to back it up to the point of impact.

    It would be much more efficient than advancing your object by 1px every time you loop.

    To streamline your collisions further you can change the sprite's collision mode to Bounding Box for the first step, then if collision is triggered switch it over to Per Pixel to back it out if that's what you need. Per Pixel is a lot slower than Bounding Box (especially since Per Pixel does a Bounding Box check first, then a Per Pixel check second).

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  • DRM is a waste of time and energy. If your game is good, people will buy it. Enough people, anyway, that you will still come out ahead. The chances that you will get "indie rich" are slim... but if you play your cards right you can do okay.

    The best way to get paid, I think, is to get out there in the indie community and make yourself known. Get to know people. Make friends, and contacts. Then show off your work. It's easier to get buzz going by word of mouth on the internet than any other way... ads don't work, and shameless self-promotion doesn't work (aka Bob's Game). The more people who respect your work, the more likely they will be to say "this guy deserves my money."

    That is, if you want to make the kinds of games you like... you could of course just ***** yourself out to the iPhone or Popcap crowd and make soulless casual games, they have plenty of money to throw away

  • I have no idea why it's doing that.

  • Uh, I dunno. Can you destroy entire worlds with a mere thought?

  • No way

  • Maybe there could be an option to change the folder color? Something to keep the eye from slipping past all that yellow. You'd really only have to have a few different colors to choose from to make a difference.

  • Agreed, a game a complex as a beat-em-up might not make for a good first project.

  • YOU SEE?!?

    IT'S THE PROPHECY

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deadeye

Member since 11 Nov, 2007

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