SoldjahBoy's Recent Forum Activity

  • I would recommend making a "camera" object that the layout follows, rather than the character itself.

    You can the set the position of the "camera" object;

    Camera.X = lerp(camera.X,player.X,1-0.2^dt) : Change the 0.2 for a different speed (value between 0 and 1)

    Camera.Y = lerp(camera.Y,player.Y,1-0.2^dt) : Change the 0.2 for a different speed (value between 0 and 1)

    This will make the camera follow the player with a little bit of "smooth lag", and may fix your issue

    ~Sol

  • Day and night cycle added.

    Also - uploaded a HTML5 version (no data handling - so no loot spawning etc) just as an easy alternative to people who just want a quick look at it.

    You can preview the web build on my domain (yes I'm lazy and haven't actually made a website for the main page yet); HERE

    ~Sol

  • Yeah today they were particularly bad. I've nuked another... I don't even know how many... pages and pages of topics about supercars and sexytime.

    *FACEDESK*

    ~Sol

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  • They're being aggressive again today... *gets the nuke mop*

    ~Sol

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  • Not enough... as it stands I am trying to work on my project while my 2 year old climbs all over me like I'm a piece of playground equipment.

    ~Sol

  • Stealth games are often difficult to maintain excitement without getting repetitive and boring. Having said that, if you have some quirky level designs or progressive mechanics that allows the player to have extra "abilities" to sneak better... could keep it interesting.

    It totally depends on your over-all idea to this point, and what style of game it really is.

    ~Sol

  • What newt said. As long as you think ahead about the number of animation frames you might need, and how long they will be displayed... it shouldn't be a problem at all to replace graphics later on.

    I do it all the time. Placeholder graphics certainly stop you from being side-tracked with development.

    If you require animations for specific items or characters, even super badly drawn ones will do the job. I often just make 2 frames and loop them across the total number of frames i plan to have later; so code-wise it works as intended even though it may look derpy as hell.

    ~Sol

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  • If the sensor objects are always present with the actual "cell" object... you may want to consider using CONTAINERS

    ~Sol

  • Loving the art style

    ~Sol

  • MOST RECENT TEST BUILD ALWAYS AVAILABLE HERE:

    HAVE A TEST PLAY

    So a few years ago, a few of the guys from the forums here and myself got together and started working on a few ideas.

    For the last several years those ideas have sat dormant.

    Recently I've started putting a few things together, and have an awkwardly but procedurally animated "noodle man". Currently I'm still working on the inventory systems and so-forth that will be used in the game, but have a somewhat reliable and intuitive "dude selection system" and a solid foundation for making new animations easily.

    Added in some IK chain solvers

    There's no "gameplay" yet as this is a system implementation only up to this point. There are some loose documentations in the game to describe the buttons to use etc in order to test things. There are a few undocumented buttons but they shouldn't be required as far as I can recall. There is a seed for random generation but it's hard coded at the moment - I will add something to change it at runtime in the future.

    CHANGELOG:

    See thread posts by me for updates to the current features

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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