deadeye's Recent Forum Activity

  • I recall from somewhere that checking "Force own texture" on the layer props will solve rendering bugs with the Mask effect as well as a couple of others.

    I can't be arsed to try right now, I just woke up and I haven't had my coffee yet.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • This forum is for tutorials that you have created. What you have posted is more of an announcement of a tool or resource. We have a dedicated forum for that.

    Also, there is already a thread about sfxr in that forum

    Closing thread...

  • Add them as resources by right clicking folders in project tab.

    This. Once your .exe is built, all the sounds and external stuff will be put into the .exe.

    If you have anything like sprites loading from files at runtime though you're out of luck.

  • They're in a container so yes, the enemy that matches up with the eye in the condition should be picked for you.

  • It looks to me like none of the Text Rendering settings (In the system properties) carry over to runtime. You've just found a bug, you should report it to the tracker.

    And here is another question. What happens if the player has not the font installed I use? Does Construct export the font with the exe?

    It does not. If you notice, there is a Font folder in your project tree. This is meant to hold any fonts you wish to include in your game. Unfortunately the feature is not yet complete, that folder is just a placeholder.

    If you want to include a font with your game you could make your own installer. But the problem is that for the font to show up in the game after you install, you have to restart Windows. You can't just play the game immediately after or Windows won't know which font to use and so it will default to Ariel. Annoying, I know! But hey, Construct isn't finished yet

    There is a very good SpriteFont plugin that lucid created which allows you to use any bitmap font you like. Bitmapped fonts generally look better in games than regular fonts anyway. Here's a link to the thread:

    It takes a little bit of work setting it up but you will have a better looking game in the end. Oh, and apparently there is also a font splitter app that Arima made so setting things up is a bit easier:

    Anyway, good luck

  • Toralord, I think the point he is trying to make is that your feature would do what it is that just plain old copying from .cap to .cap would need to do in order to copy from .cap to .cap so what's the point in having the feature?

    Anyway, as I mentioned before David may have figured out a solution so it's all rather a moot point until we know for sure.

  • Ah I got it, thanks

  • I've been to Albuquerque, there is no excuse for being distracted by it. It's not that distracting.

  • Nice

    One strange thing though, it says "Files of type: *.gif, *.png, *.jpg" etc., but it doesn't show .pngs in the explorer pane unless I change it to "All files *.*"

    Is that just because you didn't say to look for .pngs in your events or, uh...

    I guess I should download the actual plugin and .cap, huh?

    Edit:

    Okay I tried it out and actually I can't seem to get the "Default File Extension" expression working at all... it shows no .jpgs for me in the explorer pane even though ".jpg" is in the expression. It only shows image files when I select "All Files." And then it shows, well, all the files.

  • I have difficulties in making animation.Is there any free lessons available here?Thanks.

    Ooh, you almost had me there, spammer. Clever. I was just about to post a serious response...

    But now you are banned, and your spammy sig is removed.

  • I tend to dislike games that mix the pixel-art with another artstyle (in COIN the background is probably vector, and the water not pixel too), but the colors are cohesive and the contrast is great.

    There's a reason for that... in the first half of this TIGS competition, artists made only game assets like sprites and backgrounds and music and such. The second half of the competition was for game programmers to then pick and choose out of all of those assets and make a game out of them. The rule was that you couldn't change the assets at all, you had to use them as is. There's a lot of mixed art styles in the compo entries

    Downloading now...

    Edit:

    Nice . I just played through to the boss, but I got game over. It's strange how challenging a game can be with just two kinds of enemies and a couple of pits. Whenever I'm designing a game I'm always thinking "well, I have to have several kinds of enemies or players will get bored," but it's not really true... you use the two you have really well. The level design is really good, I think that has a lot to do with it. And you did a nice job incorporating different assets... it feels pretty complete.

    I did have an issue with the tree branch platforms, though. I could never tell where they ended so I fell a lot. And I came across a weird bug once where a coin wouldn't disappear no matter what... I ran over it several times and it just stayed there on the screen, but it appeared to be a one-time deal. My only other real complaint is that the game closes when you lose your last life... a Game Over screen and the option to continue would have been nice. Oh, and the boss should have had a pattern to his fireballs instead of them being random.

    Anyway, it's really nice work . I've only played a few entries so far but you have my vote for sure.

  • bumpmapping for the blind.

    This should be a feature!

    Hey, David....

deadeye's avatar

deadeye

Member since 11 Nov, 2007

Twitter
deadeye has 1 followers

Trophy Case

  • Email Verified

Progress

17/44
How to earn trophies