SoldjahBoy's Recent Forum Activity

  • In short, with Ghost Shooter mods, don't post EXEs to Your Creations, post .caps to Uploads. That's my stance, anyone with me?

    This. All of it.

    ~Sol

  • That's a nice card

    s

    you have there

    Fixed.

    ~Sol

  • I predict deadeye's veins popping open.

    Lol... this... all of it.

    I just can't bring myself to even download this... no offence flame, but ANOTHER GS CLONE... :/

    ~Sol

  • For some reason I felt like doing this again... I have had a few driver updates etc and wondered if it was going to be the same.

    Strangely enough, it's different O.o

    Device name: NVIDIA GeForce GTX 280

    Pixel shader: 3

    Estimated VRAM: 2291 MB

    Motion blur: Yes

    It used to say pixel shader 4, and 1002mb of ram (I guess per card) but now it seems like it is finding the ram on both, and more ram then before? :/

    I dunno, weird as hell if you ask me.

    ~Sol

  • Pretty nifty little game. Simple, but it works really well. No bugs that I could find!

    Welcome to the boards by the way, I haven't seen you around as yet

    I like it

    ~Sol

  • Whoa man, it looks **** as always. I really should look into learning some kind of proper 3D package... it would make my life so much easier in the long run.

    ~Sol

  • Annnnnnnnnnd Construct goes fully 3D xD

    ~Sol

  • Now that the boxes lock into place with one another, the question is: does this mean that hinges keep getting made on every step? Is this going to cause some sort of memory leak?

    I'm fairly certain it only happens once, but it depends on how you have coded your event. You can check the debugger, but I'm not 100% sure if it counts things like hinges. The only way to really tell if the dubugger doesn't give you any clues is to send your .cap to someone to have a look at, or run your game and leave it overnight and see if it's still working in the morning.... I've done that a few times lol.

    ~Sol

  • Tonks is COMPLETELY broken... when the tanks spawn the wheels and treads are nowhere to be seen, and the tank falls then suddenly rockets into oblivion.

    Will try to track down exactly what is causing it, but I bet it's something to do with hinges. :/

    Will report later once I get time to play with it.

    ~Sol

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  • I guess I should do this too :/

    Hi my name is Jeff, and I am an alcholi.... oh wait, wrong boards. xD

    Started using KnP back in the 486DX days, realised it sucked, tried to learn Visual Basic and some C++... VB was easy enough but C++ was just whoa.

    Moved on to TGF which I ended up making a LOT of mostly complete games, or at least one full level of a game. Learned a lot of tricks from such a limited system. Moved on to MMF and MMF2 which I tinkered with again for a number of years, still not happy with it's capabilities.

    Fiddled with GameMaker for a few months... didn't like that much at all coming from a ClickTeam (badly engraved) background. I probably would have liked it more if I hadn't used Knp, TGF, and MMF/2.

    Found Construct about a year ago or so, and been here since. I have made far more technical and complex things in a shorter time, but I attribute a lot of that to past experiences as Construct works in a similar event method and logic, while making things so much easier and "actually" logical. This software is definitely the the best of the bunch with far more powerful options, graphically, and code/event control. I'm having a lot of fun with it, and can't wait to see what the future releases will bring.

    Aside from that, I have been an art inclined individual for most of my life, so my art is my personal strong point in comparison to say, maths or complex code... hense the main reason you will find me here.

    Most of you already know, but here is my main project as of now:

    <img src="http://dl.getdropbox.com/u/604141/tonks%20promo/tonk-new-may.png">

    Also working on a little something as a side project... will announce once I have a working tech demo at least.

    ~Sol

  • Yeah I think you can attach an immovable physics object to a platform object, as a "detector"... Just have to make the immovable physics object always follow the platform object.

    I do believe, though, that this still causes weird glitches and stuff... it's been a long time since I played around with the idea, but I'm fairly certain it works to some degree.

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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