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namragog
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« Reply #400 on: April 15, 2012, 06:54:23 AM »

I think I may have found the problem....

IN OTHER NEWS LOOK AT THIS CRAP



I'm never using that many colors for one sprite again. It's too confusing and blends weird.
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happymonster
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« Reply #401 on: April 15, 2012, 07:29:24 AM »

What was/is the problem?
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namragog
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« Reply #402 on: April 15, 2012, 07:36:19 AM »

I'll let you know if the solution works. In the meantime, I probably won't be able to work on anything for a little bit, until I get a thingy in the mail.
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happymonster
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« Reply #403 on: April 15, 2012, 07:43:53 AM »

Holy water in the mail?  Shocked
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namragog
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« Reply #404 on: April 15, 2012, 07:46:34 AM »

It may be a battery thing. My battery seems to be the wrong kind, which is odd, because it was the right kind a while ago  Concerned

I mean, it's the same battery, but my computer apparently needs another kind now.

I'm just going to wait until it arrives and see if it fixes things.

Computer just crashed again. BSOD  Angry Hand Shake Right
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eyeliner
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« Reply #405 on: April 19, 2012, 02:51:48 AM »

You have a sexual finger. You fuck anything you touch.

Corny Laugh

By the way, I liek the last sprite. The glow in it's legs warms mine. Cozy, actually. I wanna take it as a pet.
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Yeah.
namragog
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« Reply #406 on: May 13, 2012, 12:24:52 PM »

Hey. Hey guys. Hey.



I'm alive. Hey.
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DustyDrake
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« Reply #407 on: May 13, 2012, 12:37:54 PM »

Uh...
It's okay, I wasn't planning on sleeping... uh, ever
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namragog
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« Reply #408 on: May 13, 2012, 12:41:19 PM »

Uh...
It's okay, I wasn't planning on sleeping... uh, ever

You have seen NOTHING YET, my boy.

You haven't even scratched the surface of this chronicle.
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eigenbom
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« Reply #409 on: May 13, 2012, 03:10:47 PM »

Welcome back, nice to see this is still alive.
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namragog
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« Reply #410 on: May 13, 2012, 03:11:36 PM »

Welcome back, nice to see this is still alive.

Why is alive emboldened?
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IndieGamesDig
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« Reply #411 on: May 14, 2012, 08:18:00 AM »

@namragog

The art continues to be bizarre and awesome, I especially like that background or whatever (the last one you posted) but I still can't picture what sort of gameplay it'll be paired with, do you think this will fall into the puzzle-platformer category? Sorry if you wanted already mentioned this somewhere or if you don't wanna release that info yet, but I've just been curious about this game for a while and was hoping for a hint. Is a trailer or gameplay vid very far off?
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unsilentwill
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« Reply #412 on: May 14, 2012, 11:40:17 AM »

Now this is a good use of pixels, each one appears to be pulsing or blinking. And yeah, keeping colors down helps a ton and keeps the sharp clashing look.
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namragog
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« Reply #413 on: May 14, 2012, 12:27:32 PM »

@namragog

The art continues to be bizarre and awesome, I especially like that background or whatever (the last one you posted) but I still can't picture what sort of gameplay it'll be paired with, do you think this will fall into the puzzle-platformer category? Sorry if you wanted already mentioned this somewhere or if you don't wanna release that info yet, but I've just been curious about this game for a while and was hoping for a hint. Is a trailer or gameplay vid very far off?

Think of it as monkeyball mixed with a bullet-hell mixed with a platformer mixed with Yume Nikki.

Boom.

Now this is a good use of pixels, each one appears to be pulsing or blinking. And yeah, keeping colors down helps a ton and keeps the sharp clashing look.

Thanks! I have been secretly in training. (That's not true at all, this was my first pixelthing in months.)
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namragog
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« Reply #414 on: May 15, 2012, 02:22:52 PM »

Tiny light and new colors test. Empty, small level.



All of the lights are yellow. Help.
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mokesmoe
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« Reply #415 on: May 16, 2012, 03:37:24 AM »

Try making them not yellow, that might solve the problem.
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Qqwy
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« Reply #416 on: May 16, 2012, 12:02:14 PM »

Try making them not yellow, that might solve the problem.

This. Also, I'm having a busy week, but now also lots of inspiration  Smiley.
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Ř̺͈̮ͬͣ͑͂͊̐a̲͈̲̩̫͍̟̕i̪̪̩̼̩̊̽ͫn̴b̗̠͈̯̲͡ͅo̥̤͓̥̩̾͐ẅ̺́͢ ̴̙̑̍̅o̰̹͙̻̭̘̅͌͐̾ͅf̖̖͖͍̽̅̉͡ ͓̱͓͔̖̣̗ͭC̽҉̗̼̳̖͇̳h̺͕͠a̵̾ͤ͆́́o̼̙͖͎͍̳̅̿ͣs͓̒̌̀  FOCUS-Bytebeat
namragog
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« Reply #417 on: May 21, 2012, 12:30:03 PM »

Try making them not yellow, that might solve the problem.

I CAN'T FIX THIS AAAAAAAAGHHH HELP ME SOMEONE  Cry

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Concept farts.

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mokesmoe
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« Reply #418 on: May 22, 2012, 04:57:52 AM »

If you want help with the lights, telling us what your using to make them would help.

I think you're using gamemaker right? Are you using EasyLighting something point something? I haven't had a problem setting two lights to different colours before in that.
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namragog
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« Reply #419 on: May 23, 2012, 12:33:00 PM »

I'm using Game Maker with Easylighting, but It should work. I see no reason why it isn't.

It just stopped working for everything at once.

oInitLight create:
 //Initializes the lighting system
lt_sysset(1, -1, make_color_rgb(60, 60, 60), 1, false, 1, 0, 0);
//               ^This changes the color of the background where you have no lighting

//This executes the code from each lamp object
with (Streetlamp) {
    //Note that centerlights_s is a sprite that I added
    lampLight = lt_lightadd(centerlights_s, 0, x , y-20 , 0.4, 0.4, 0, c_yellow, 1, false);
    //                                                            ^This changes the color of your lamp lights
}


SunLight = lt_lightadd(solarisX, 0, x , y , 1, 1, 0, c_white, 0, false);

//This executes the code from each lamp object
with (floureslights) {
    //Note that centerlights_s is a sprite that I added
    floLight = lt_lightadd(Spr_flourescent, 0, x , y , 1, 1, 0, c_white, 1, false);
    //                                                            ^This changes the color of your lamp lights
}


with (Spark) {
    //Note that centerlights_s is a sprite that I added
    myLight = lt_lightadd(Spark, 0, x , y , 1, 1, 0, c_white, 1, false);
    //                                                            ^This changes the color of your lamp lights
}



Step:
//Executing code from each lamp object
with (Streetlamp) {
    //If they successfully created a light...
    if (lt_lightexists(lampLight)) {
        //Move the light within small range to create flicker effect
        lt_lightset_x(lampLight, x + choose(random(2), -random(2)) )//- view_xview[0]);
        lt_lightset_y(lampLight, y-20 + choose(random(2), -random(2)) )//- view_yview[0]);
    } else {
        ///Else try creating the light again
        lampLight = lt_lightadd(centerlights_s, 0, x - view_xview[0], y - view_yview[0], 0.4, 0.4, 0, c_yellow, 1, false);
    }
}


//Executing code from each lamp object
with (generator) {
 //If they successfully created a light...
    if (lt_lightexists(myLight)) {
        //Move the light within small range to create flicker effect
        lt_lightset_x(myLight, x + choose(random(0), -random(0)) - view_xview[0]);
        lt_lightset_y(myLight, y + choose(random(0), -random(0)) - view_yview[0]);
    } else {
        ///Else try creating the light again
        myLight = lt_lightadd(centerlights_s, 0, x + generator.hspeed[0],  y + generator.vspeed[0], 0.6, 0.6, 0, c_white, 1, false);
    }
}

if (instance_exists(helios640)) {
    //If they successfully created a light...
    if (lt_lightexists(SunLight)) {
        if (! lt_lightget_on(SunLight)) {
            lt_lightset(SunLight, solarisX, 0, helios640.x - view_xview[0], helios640.y - view_yview[0], 1, 1, 0, c_white, 1, false);
        }
        //Move the light within small range to create flicker effect
        lt_lightset_x(SunLight, helios640.x + choose(random(2), -random(2)) - view_xview[0]);
        lt_lightset_y(SunLight, helios640.y + choose(random(2), -random(2)) - view_yview[0]);
    } else {
        ///Else try creating the light again
        SunLight = lt_lightadd(solarisX, 0, helios640.x - view_xview[0], helios640.y - view_yview[0], 1, 1, 0, c_white, 1, false);
    }
}

if (instance_exists(solaris640)) {
    //If they successfully created a light...
    if (lt_lightexists(SunLight)) {
        if (! lt_lightget_on(SunLight)) {
            lt_lightset(SunLight, solarisX, 0, solaris640.x - view_xview[0], solaris640.y - view_yview[0], 1, 1, 0, c_white, 1, false);
        }
        //Move the light within small range to create flicker effect
        lt_lightset_x(SunLight, solaris640.x + choose(random(2), -random(2)) - view_xview[0]);
        lt_lightset_y(SunLight, solaris640.y + choose(random(2), -random(2)) - view_yview[0]);
    } else {
        ///Else try creating the light again
        SunLight = lt_lightadd(solarisX, 0, solaris640.x - view_xview[0], solaris640.y - view_yview[0], 1, 1, 0, c_white, 1, false);
    }
}


//Executing code from each lamp object
with (Spr_flourescent) {
    //If they successfully created a light...
    if (lt_lightexists(floLight)) {
        //Move the light within small range to create flicker effect
        lt_lightset_x(floLight, x + choose(random(0), -random(0)) )//- view_xview[0]);
        lt_lightset_y(floLight, y + choose(random(0), -random(0)) )//- view_yview[0]);
    } else {
        ///Else try creating the light again
        floLight = lt_lightadd(Spr_flourescent, 0, x - view_xview[0], y - view_yview[0], 1, 1, 0, c_white, 1, false);
    }
}


//Executing code from each lamp object
with (OBJ_Spark) {
 //If they successfully created a light...
    if (lt_lightexists(myLight)) {
        //Move the light within small range to create flicker effect
        lt_lightset_x(myLight, x + choose(random(0), -random(0)) - view_xview[0]);
        lt_lightset_y(myLight, y + choose(random(0), -random(0)) - view_yview[0]);
    } else {
        ///Else try creating the light again
        myLight = lt_lightadd(Spark, 0, x +OBJ_Spark.hspeed[0],  y + OBJ_Spark.vspeed[0], 1, 1, 0, c_white, 1, false);
    }
}

//Executing code from each lamp object
with (OBJ_ExitBlock) {
 //If they successfully created a light...
    if (lt_lightexists(ExitLight)) {
        //Move the light within small range to create flicker effect
        lt_lightset_x(ExitLight, x + choose(random(0), -random(0)) - view_xview[0]);
        lt_lightset_y(ExitLight, y + choose(random(0), -random(0)) - view_yview[0]);
    } else {
        ///Else try creating the light again
        ExitLight = lt_lightadd(centerlights_s, 0, x + OBJ_ExitBlock.hspeed[0],  y + OBJ_ExitBlock.vspeed[0], 0.6, 0.6, 0, c_teal, 1, false);
    }
}



There's more in the moving objects, but that may be irrelevant.
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