Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1076092 Posts in 44162 Topics- by 36128 Members - Latest Member: relaxguy

December 30, 2014, 10:19:04 AM
  Show Posts
Pages: 1 ... 24 25 [26] 27 28 ... 42
501  Developer / Technical / Re: how to round off player position? on: August 05, 2013, 02:45:51 PM
a friend recommended using custom variables to replace x and y in the movement code to fix it, also
but

i guess I must be missing something because it seems like all that would do is cause the same problem but with variables other than x and y?
502  Developer / Technical / Re: how to round off player position? on: August 05, 2013, 02:38:35 PM
I'm not sure I get what the problem is, would you mind explaining further?

I cannot see the shake, though I suppose you are correct that the character is not moving the same number of pixels each frame. If you can see the 1pixel difference you've a better eye than me.
the shake isn't really visible in the gif, but basically what happens is uh

it's like the sprite doesn't want to move both left and up at the same time(for example), so it rapidly switches between both of them for some fraction of a pixel each

here's the movement code by the way, forgot to add that
Code:
if keyleft
{
if !keyupleft || !keydownleft
    {x -= Playerspeed;}
    else
    {x -= Playerdiagspeed;}
}
if keyright
{
if !keyupright || !keydownright
    {x += Playerspeed;}
    else
    {x += Playerdiagspeed;}
}
if keyup
{
if !keyupleft || !keyupright
    {y -= Playerspeed;}
    else
    {y -= Playerdiagspeed;}
}
if keydown
{
if !keydownleft || !keydownright
    {y += Playerspeed;}
    else
    {y += Playerdiagspeed;}
}
503  Developer / Technical / how to round off player position? on: August 05, 2013, 02:16:10 PM

the gif explains my problem better than I can tbh
this problem is completely nonexistent when I have diagonal movement set to the same speed as cardinal movement, but then the diagonals end up being a bit faster

so diagonals are set to Playerspeed * .707 now, and I'm guessing that's letting the player somehow get between pixels every now and then? It also causes a slight shake when you move diagonally and I'm not sure how to fix either of those which means its probably an Insanely Simple Answer because why wouldnt it be at this point
504  Developer / Design / Re: My levels are too difficult...apparently. on: August 04, 2013, 09:42:01 AM
So what do you do when you think your levels are perfectly fine and you as the developer can get through them without taking a single hit nor even stopping for longer than 2 seconds...yet your brother's so-called "hardcore gamer" friends died over 30 times before even reaching the first boss and eventually gave up?
this is a problem commonly referred to as You Are The One Who Designed Those Levels You Dingus
505  Developer / Art / Re: show us some of your pixel work on: August 03, 2013, 11:36:56 AM
i definitely will later but i'd rather do it when i'm further along than "basic movement and some mockups" tbh
506  Developer / Art / Re: show us some of your pixel work on: August 03, 2013, 10:23:07 AM
well i mean that was the last thing i was gonna post for awhile anyway
507  Developer / Art / Re: show us some of your pixel work on: August 03, 2013, 10:00:23 AM

right i forgot to post this earlier i think its done
508  Developer / Art / Re: show us some of your pixel work on: August 03, 2013, 06:37:34 AM


i quit on the fancy snow im gonna beat it up

"add diagonal cliffs" is at the top of my to do list right now but they probably wont be in this mockup
i'dd add pine trees but those would probably work better further into the snowy area

gotta add some snowy flowers (and some actual unique flowers) and then i think i'll call this done

e: also whoops i need to bring the snow on the trees down a bunch thats not angled right at all
509  Developer / Art / Re: show us some of your pixel work on: August 02, 2013, 03:47:52 PM

i think most of my day has been spent staring at this and thinking "i will work on the snow eventually"
510  Player / General / Re: 1) Do you believe in your own awesomeness? on: August 02, 2013, 02:00:40 PM
i believe that anime,
511  Player / General / Re: ANITA' damsel in distress tropes 3 (end): more derek inside on: August 02, 2013, 10:31:58 AM
oh gimmy just said that too whoops
512  Player / General / Re: ANITA' damsel in distress tropes 3 (end): more derek inside on: August 02, 2013, 10:30:58 AM
It's a little unfair to overlook that in favor of padding out her list.
thats the thing though, she's not overlooking these aspects of the games in favor of anything
shes

criticizing a problematic aspect of those games
because it is problematic
not because the games are bad, but because this one part of them is bad and it is not good that people do this thing
513  Developer / Art / Re: show us some of your pixel work on: August 02, 2013, 09:49:52 AM

figured i'd give myself a challenge for the last mockup before i start ~programming~

simple scene and the ground/water(ice) and various objects can definitely just be edited and reused but figuring out how to tile the snow properly is gonna be a God Dang Adventure

i'm thinking maybe it would work to keep the same straight+diagonal edges from the other sets and just do a set of that for each 'layer'?? the first 3 shades of snow would all be one layer tho probably
514  Player / General / Re: ANITA' damsel in distress tropes 3 (end): more derek inside on: August 02, 2013, 06:42:52 AM
look at him go
515  Player / General / Re: ANITA' damsel in distress tropes 3 (end): more derek inside on: August 02, 2013, 05:34:05 AM
lol
516  Developer / Art / Re: show us some of your pixel work on: August 01, 2013, 07:20:34 PM

all 3 attempts looked like butt which means its probably time to stop for the night but i will add a manhole to the street tomorrow and then uhh
one more thing before next week
snow area probably
underbite men in giant fur coats and hats
517  Developer / Art / Re: show us some of your pixel work on: August 01, 2013, 04:02:21 PM
ah yes
the Very Obvious Things are the ones i don't think to add

Thank's,
518  Developer / Art / Re: show us some of your pixel work on: August 01, 2013, 03:41:09 PM


this needs *something* probably but on the other hand its an empty street
it is a mystery
519  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: August 01, 2013, 11:05:13 AM
the best way to start a game tbh
520  Developer / Art / Re: show us some of your pixel work on: July 31, 2013, 02:59:28 PM

forgot i never posted the finished version of this


also heres a two second background doodle and a Very Important Robot (VIB)
this robot taught me that tire suspensions are an awful and terrible thing to sprite
Pages: 1 ... 24 25 [26] 27 28 ... 42
Theme orange-lt created by panic