deadeye's Recent Forum Activity

  • Sweet game!

    I totally suck at it, though . David is right, your video makes it look like a piece of cake.

  • HOLY CRAP THAT'S EFFING CRAZY

  • Yeah, I'll find another way of doing it, although a couple of thousand entries in a dropbox or list isn't that many in memory terms.

    And it's not for the end user to select from anyway.

    It was just a way of keeping the list internal to the game.

    You could always populate your list from a text object. You could even use instances with PVs if you have multiple lists. I used text objects with INI info in them to load levels in Vert, in order avoid having a pile of .lvl files hanging around. They're just all tucked away on a hidden and locked layer.

    I'm sure you could do something similar to keep from having external text lists.

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  • So choose-your-own-adventure books/games are second person? Eg. "You go in to the cave... press A to light a match, B to shout etc"

    I think that would count, yeah. "You were eaten by a Grue."

    As I said before I think Dance Dance Revolution or WiiFit might be as well, since "you" are the one dancing or doing situps or whatever. I suppose that's debatable though.

    And I think the amount of dust on your dance pad or balance board would factor into the equation somehow.

  • Hmmm. What about making a boundary for my level? My plane can fly right off the screen x.x.

    The easiest way to keep things in-bounds would be to create Solid objects outside the edges of your layout for things to collide with. ("Solid" is an attribute in the properties window, just put a check next to it.)

    Such a device is known as Stainsor's Wall, after forum member Stainsor who asked the same question many eons ago.

    Anyway, if you are using behaviors for your plane then keep in mind only some behaviors have Solid collision capabilities. Ball, Car, 8Direction, and Platform behaviors can all keep from passing through Solid objects automatically.

    Custom Movement behavior can define what objects to push out of using events.

    Physics objects only interact with other Physics objects. You can define what collision type a Physics object is in the properties.

    Bullet behavior doesn't have any built-in collision for Solid objects, it'll just pass right through (unless you make events to tell it to do otherwise).

    If you are making your own custom movement with events then you will have to make your own custom collision events as well.

  • the problem with windows controls is they are always rendered on top of things not matter what layer they are on.

    Which wouldn't be a problem for scrollbars, I don't think. Wouldn't you always want them on top anyway?

  • Third person is the person being talked about.

    Then he went over there.

    So you see third person shooter isn't literally literarily correct for games that show the player... unless its in replay mode.

    No, it's not completely analogous to the literary term, but that's what it means in in gaming terminology. When you see the main character in the game world then it's 3rd person. You see the character and the game world from an omniscient point of view. Saying "I gotta jump on the goomba" is incorrect, because Mario is the one who has to jump on the goomba. The player is a third entity that is separate from character (Mario) and storyteller (Super Mario Bros.), hence third person perspective.

    Of course, 3rd person isn't really a term that is applied to 2D gaming, I was just using Mario to make a point.

  • This is neat . You have a good selection of samples, and the control over the sounds is pretty impressive.

    Manipulating the elements is kind of tricky, though. Especially rotating notes. You start rotating and it rotates away from the mouse and suddenly you don't have control any more. I think bigger "handles" on the objects would be nice, like a circle that pops up around the center when you hover over something and as long as the mouse is in that circle you can control it.

    Or perhaps you click on an object to select it and it gives you transform handles to manipulate it. Clicking something else or right-clicking would make the transform widgets disappear.

    Also, I'd think it'd be neat to have a bit of a timeline control in the hud. A bar that sweeps across or something. Then you could toggle a spawner or a note on and off, and when the timeline reaches that point it will toggle that item accordingly. I couldn't really make anything except simple loops, and being able to turn elements on or off automatically over time would allow you to create more song-like arrangements. I dunno, just an idea

    Oh yeah, and obviously it worked fine for me. I'm on XP. Maybe it's a shader thing?

  • Perspective in games is derived from literary terminology. If you are experiencing it as the player, then it's first person. If you see the player in the game world, then it's third person.

    In literary terms, first person is when a story is written from the perspective of the main character. "I went to the graveyard." Third person is written from the perspective of the reader. "He went to the graveyard."

    Second person is a rare and tricky form of literature where the reader is actually a character in the story. "You (the reader) went to the graveyard." It's not used very often in literature. Second person doesn't really have a gaming equivalent that I can think of. Dance Dance Revolution, maybe. Or WiiFit.

    Half Life and Shadowgate are both first person games, even though Shadowgate is 2D. Resident Evil and Super Mario Bros. and the Ghost Shooter tut are all third person games.

    From what you said here:

    The camera would be behind the player just a bit, and all the objects, and backgrounds would rotate into view as the players angle changes.

    You're still describing third person, just an unusual way of rendering the view.

    Of course, I could be completely misunderstanding you . Do you have a mockup or example of what you mean?

  • No, I wasn't being sarcastic, for most people 24fps is too fast for the eye to see. You can't really tell the difference unless you see two things with different frame rates played side by side.

    Gamers are different, especially ******** gamers. They're used to seeing things at high fps rates. It's like a baseball player... they can see the stitching on a ball that's coming at them at 85mph and tell which way it's spinning because thier eyes are trained for it. Or competition players for fighting games... they can tell what move the other person is doing and react to it just by seeing the first frame of the attack animation. Your average joe can't do that kind of stuff because they haven't spent hours upon hours training their eyes for that sort of thing.

  • Yeah, unless you're a gamer then you probably can't tell the difference between 60 and 24 fps. That's something you train your eyes for.

  • So lucid, that pm you just sent me... does that mean you do or you don't want me to repost it here in the thread? I am confuse.

    > i have an annoying small amount of free time ... I need to make tutorials again for it ... remove some half-implemented features, or complete their implementation ... very idiosyncratic, and confusing ... written when I was just beginning to really understand c++, so the code is a mess ... issues will change ... please help me fix it, and bring it into the 1.0. ... thanks everyone for ... reporting those bugs ...I think there's only one or two bugs before it's fully stable

    >

    And we have a synopsis of the Construct project.

    Holy lol

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deadeye

Member since 11 Nov, 2007

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