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Developer / Feedback / Re: Mini Quests (a tiny isometric adventure)
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on: May 16, 2013, 03:48:32 PM
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Good stuff, as ever! I got caught up in two areas: the second room and the room with three monsters running in a circle. The second room should have been easier to understand, I just missed it. The room with the circling monsters might have been glitched a little, but it was a good concept. I think it would be more intuitive if one hit froze a monster and the next unfroze it, so you didn't have to rely on arbitrary timing. Anyway, keep up the good work 
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Player / General / Re: Woke up with a song in my head..
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on: May 16, 2013, 10:18:44 AM
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I don't usually wake up/go to sleep with songs in my head, but ideas for composing songs sometimes pop in.
Usually I get 'great' song ideas every few weeks or so, right before I go to sleep or right after I wake up. I always make imperatives for myself and convince myself that I'll remember it and compose it later. Not once have I actually recalled one of those songs, though.
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Player / Games / Re: Dark Souls and Dark Souls II
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on: April 22, 2013, 01:29:46 PM
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Well, J-Snake, only in your terms of contemplation, almost exclusively, is what you have said correct. At least, that's what I think.
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Player / Games / Re: Dark Souls and Dark Souls II
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on: April 21, 2013, 05:44:41 AM
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You can parry basically any of Gwyn's attacks, as long as it involves him swinging his sword. You can even parry the jumping attack he does when you first enter the arena (it feels really cool). A good rule for parry timing is to watch for his weapon to pass his shoulder, then hit the button. It works most of the time. Or yeah, you can fight him the other way by just blocking/evading all of his attacks and punishing the misses (the grab miss is really punishable).
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Developer / Tutorials / Re: Help with space shit and room rotation?
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on: April 07, 2013, 03:54:57 PM
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Hey guys - sorry if this isn't quite in the right place.
I'm trying to get a basic space shooter working, and ideally would like the player object to face the top of the screen at all times whilst the room rotates around the player object when left and right directional buttons are pushed.
That isn't what's happening at the moment though - atm both the room view and the ship rotates (the ship slightly faster than the view). Sorry if that doesn't much sense, it's late and i've been trying to get this working for a while.
Any help is really really appreciated!
Creation event:
x_speed = 0 y_speed = 0 acc_speed = 0.5 //acceleration speed_friction = 0.95 //1 = no friction
Step event:
view_angle[0] = direction image_angle = direction
//step event if keyboard_check(vk_left) direction += 3 if keyboard_check(vk_right) direction -= 3
if keyboard_check(vk_up) { x_speed += lengthdir_x(acc_speed, direction) y_speed += lengthdir_y(acc_speed, direction) }
if keyboard_check(vk_down) { x_speed -= lengthdir_x(acc_speed, direction) y_speed -= lengthdir_y(acc_speed, direction) }
x += x_speed
Just move the part I bolded to the very end of the code... I think that should solve your problem!
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Developer / Technical / Re: Proposing a new Number-Representation: "FixedFloat"
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on: March 16, 2013, 05:05:01 AM
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I'm tempted to make a clone of TrapThem, just to see how simple I can get away with making the code work out.
No, even if it will look and play exactly the same, it will lack the precision, accuracy and gameplay-depth that will make TrapThem J-Snake's self-proclaimed masterwork. Go ahead and use FixedFloat, because if 7 pages of everyone telling you you're wrong, citing sources, giving specific examples, and claiming scores of years more experience than you isn't enough to make you change your opinion, then nothing will. Ever. I'm not trying to be rude and I have nothing against you, J-Snake, but I'm not going to mince words either. Follow your destiny! Surprise us! Release TrapThem, and make us eat our hats!
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