deadeye's Recent Forum Activity

  • Deadeye is going to work on it soon to improve it... I think he has taken it on as a personal challenge xD

    Mission accomplished!

    (Direct) Download -> Chamber v0.89 (willhostforfood)

    (Not a direct) Download -> Chamber v0.89 (fileshack)

    What's new in this version:

    • Smoother scrolling system - no more "pop" when doing a handplant
    • New "Look" controls: press Down at any time to look down
    • New lava/fire animation system
    • Completely revamped walljump
    • New blood particles (they'll probably be changing again soon )
    • The game now defaults to 800x600 to start instead of 1024x768 (you can still change it in Options)
    • A bunch of behind the scenes stuff that you probably won't notice at all including little tweaks and bugfixes and other crap

    The wall jump is pretty easy (I think). Just keep Jump held down, and rock the Left/Right arrow keys back and forth. The nameless chick can only perform a wall jump if she's sliding, so if you keep missing your jumps then just slow down. Seriously, it should be pretty easy though. Oh, and you can now walljump off of (almost) any wall.

    What's yet to come:

    • More traps
    • Damage/death system
    • An "adrenaline" system where constant movement builds up a power meter, and when the meter maxes out you get temporary invulnerability/bullet time style movement
    • A dynamic music system where the intensity of the music ramps up as the adrenaline gauge fills (music courtesy of Drasa )
    • 100% custom sprites (courtesy of Sol )
    • A name and backstory for the nameless chick (well, maybe)

    Preliminary tests on the dynamic music situation have been promising. The music will be split into separate tracks that all play simultaneously (to keep sync) but will be muted/unmuted as needed. Drasa has been hard at work composing a new song for this system.

    Feedback is more than welcome! Let us know of any bugs/weirdness/issues you have with the game.

  • I tried...

    [quote:1lz5jnsk]It was not possible to determine the dimensions of the image.

    Also, make me a skinnier one and I'll love you forever. The width is nice, but it's too tall. Something in the 30px high range. I post more than anyone else here (i.e. I'm a dirty spambot), and as cool as that sig is do you guys really want to see that huge image all the time?

  • LOL Australia's internet sucks *loads 1mb images all day, is cool*

  • perspective rendering (<--As far as I know, construct renders things with an isometric (no perspective) camera.)

    Actually the 3D box object does render in perspective. If it were orthographic (I believe that's the word you're looking for), you wouldn't see the sides of the box angling away towards a vanishing point, there wouldn't be any foreshortening, and no depth cues except Z layering.

    And yes, I think you've underestimated the tasks you've listed. The ability to load and render models with animation itself is a pretty tall order, let alone 3D collisions and whatnot. Hell, the 3D box doesn't even do 3D collisions. dfyb has a more realistic approach to the situation, and making 2.5D games like how he's suggesting is a much more realistic goal.

    And even if you only had the ability to load an animated mesh, you could still fake real 3D with events anyway. Take a look at David's Wolfenstein demo... already it's on it's way to becoming a real FPS. I'm sure some clever person (Glamthaus ) will pop in there any second and show everyone how to make it mouse-look up and down, and after that how to move in the Y world axis. Arcticus has a pretty clever system for vertical movement with his orthographic game already, with some tweaking it could be adopted to render the world appropriately.

  • So do I get two sigs, or just one really big one?

  • For some reason I thought you were Aboriginal lol! Lovely photo btw

    Yeah I can see how you might think that from the first photo Sol posted

  • Awesome, thanks Ashley

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  • set volume to 100 its too big

    Uh, no.

    I tried 50 and nearly blew my speakers out, thanks.

  • Oh its like "Add to private variable"

    Yeah I thought so after messing with it a bit, but a "Set channel volume to 10" action that's repeated over and over doesn't make it any louder.

    http://www.fileshack.us/get_file.php?id ... meTest.cap

  • How does it work? I've been experimenting with sound and I don't quite understand the decibel level settings. I set the volume to 0 and I can still hear the sound

    I had to set my volume to -100 to mute it, but that seems a little strange. What exactly is the range for the volume on this thing?

  • I tracked this old post of mine down, it seems somewhat relevant now...

    Would it be possible to make a new 3D Sprite object? It would function the same as a 3D Box, but it would have only one face. Instead of texture properties it could use the animator bar the way a sprite does. Since it would have a z property it would render correctly in relation to other 3D Boxes or sprites, but it would otherwise behave like a regular sprite.

    With this you could easily make a full Wolfenstein clone with this demo. This post is from a year ago... perhaps it's time has come?

  • Ah yes indeed. One big BG it is. I wonder if the problem goes away if it's made of lots of BG objects? Probably will... but I don't know if I could be arsed with that :/

    Nope.

    But if you are just using one large BG tile then the problem goes away of your texture is a power of 8. Like, if it were 128x128 or 256x256 then it would be okay for that purpose. But tiles that are separated would still have that problem, as I showed in the example above.

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deadeye

Member since 11 Nov, 2007

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