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Melly
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« Reply #15 on: June 11, 2009, 08:18:00 PM » |
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Primissing. 
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mrfredman
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« Reply #16 on: June 12, 2009, 12:24:39 AM » |
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Just had a play through, this is awesome on so many levels. It was so rewarding cutting through swaths of Langdells.
One tiny dissapointment: No castration!
Tim's testicles stayed attached the entire time! What's up with that?
I guess your saving the best for last, I'll have to be patient...
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xerus
Vice President of Marketing, Romeo Pie Software
Level 10
kpulv
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« Reply #17 on: June 12, 2009, 12:33:33 AM » |
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Looking good. Hows Game Maker working out for you?
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Pencerkoff
CCCP
Level 4
Hello I am Pencerkoff
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« Reply #18 on: June 12, 2009, 10:43:53 AM » |
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Hello this is Pencerkoff Just had a play through, this is awesome on so many levels. It was so rewarding cutting through swaths of Langdells.
You have no idea how fun that becomes now that I've added knockback when those guys get hurt. It becomes a wave of bodies flowing off of your sword. One tiny dissapointment: No castration!
Tim's testicles stayed attached the entire time! What's up with that?
I guess your saving the best for last, I'll have to be patient...
When you fight the big Langdell at the end, there will be much satisfaction. Looking good. Hows Game Maker working out for you?
There are maybe 3 things that piss me off, the most recent of which is adding a health display as a part of the view, but for the life of me I can't figure it out. Compare that to hating 50% of everything that had to do with MMF2. I can't believe I made 3 whole games with it... with GM I've nearly finished a game already in maybe 15 hours (plus animating). There is no comparison, and henceforth the use of "MMF" in any context will be punishable by castration. -PENCERKOFF
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deadeye
First Manbaby Home
Level 10
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« Reply #19 on: June 12, 2009, 12:03:20 PM » |
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What if I say "MMF sucks?"
Just tried the demo, very nice so far. I appreciate the never-ending wave of assholes, it is an analogy for life.
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xerus
Vice President of Marketing, Romeo Pie Software
Level 10
kpulv
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« Reply #20 on: June 12, 2009, 12:35:25 PM » |
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There are maybe 3 things that piss me off, the most recent of which is adding a health display as a part of the view, but for the life of me I can't figure it out. You can get the top left corner of the screen at any given time with "view_xview[0]" and "view_yview[0]" I assume that you're using just one view, and it's the first one (0th in this case.) For my last game I had an object that handled all the hud drawing, and every step it would set it's x and y position to view_xview[0] and view_yview[0]. Then it draws things based on it's x and y, so to draw a health bar it could be like: draw_rectangle(x + 32, y + 32, x + 64, y + 64, 0); or something like that. But that rectangle will remain at (32, 32) relative to the screen. I think GM has a built in drawing function for drawing a health bar, but I haven't used it. I just determine the width of the rectangle based off (health/health_max)*width HOPE THAT HELPS.
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Pencerkoff
CCCP
Level 4
Hello I am Pencerkoff
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« Reply #21 on: June 12, 2009, 12:49:43 PM » |
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Hello this is Pencerkoff You can get the top left corner of the screen at any given time with "view_xview[0]" and "view_yview[0]" I assume that you're using just one view, and it's the first one (0th in this case.)
When I tried that, my "HUD" would wiggle about. I figured out that it was being drawn one frame too late, so I set the x and y position in an "end step" event, only to find that that didn't change anything. That rectangle bit is far better than what I had planned, which would have been a bunch of sprites. Maybe I'll add some health power-ups or something. What if I say "*censored* sucks?"
Boom! You're castrated. I'd apologize but listen, the rules were quite clear. -PENCERKOFF
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Lurk
Super Artistic
Level 5
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« Reply #22 on: June 12, 2009, 02:28:35 PM » |
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Put it in the 'draw' event.
draw_rectangle_color(view_xview[0]+10,view_yview[0]+10,view_xview[0]+(object0.lifebar*20)+10,view_yview[0]+40,c_red,c_red,c_red,c_red,false)
I put a lifebar variable in my player object(object0), and this is drawn by a controller object. You could create an array to call different colors at different health points:
hp[0]=c_red hp[1]=c_red hp[2]=c_yellow ... etc declare a variable for it first ex: in the draw event, before drawing the rectangle, just put hp_col=object0.hp[object0.lifebar] and then
draw_rectangle_color(view_xview[0]+10,view_yview[0]+10,view_xview[0]+(object0.lifebar*20)+10,view_yview[0]+40,hp_col,hp_col,hp_col,hp_col,false)
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Pencerkoff
CCCP
Level 4
Hello I am Pencerkoff
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« Reply #23 on: June 12, 2009, 02:49:31 PM » |
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Hello this is Pencerkoff Put it in the 'draw' event.
draw_rectangle_color(view_xview[0]+10,view_yview[0]+10,view_xview[0]+(object0.lifebar*20)+10,view_yview[0]+40,c_red,c_red,c_red,c_red,false)
I put a lifebar variable in my player object(object0), and this is drawn by a controller object. You could create an array to call different colors at different health points:
hp[0]=c_red hp[1]=c_red hp[2]=c_yellow ... etc declare a variable for it first ex: in the draw event, before drawing the rectangle, just put hp_col=object0.hp[object0.lifebar] and then
draw_rectangle_color(view_xview[0]+10,view_yview[0]+10,view_xview[0]+(object0.lifebar*20)+10,view_yview[0]+40,hp_col,hp_col,hp_col,hp_col,false)
Draw Event! That actually makes sense now. You're both sexy and smart. I'll update my first post with my latest demo. I didn't plan on releasing anything more until I was done, but I have to share this with the world. -PENCERKOFF
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xerus
Vice President of Marketing, Romeo Pie Software
Level 10
kpulv
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« Reply #24 on: June 12, 2009, 03:32:13 PM » |
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If your hud is wiggling around, it might be because of floats. I had a problem where my hud was jittering around 1 pixel because my camera would be at like "4031.40320141" Round off the x and y values before you draw.
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Danrul
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« Reply #25 on: June 12, 2009, 08:54:38 PM » |
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Im assuming you might want info on how many enemies I could run before it dropped below 30 FPS. On a 2.2 ghz quad core compy with a crappy 512 MB graphics card i got 450 before it dipped below 30.
I'm not sure if that helps at all, but I'd also like to add this is enormous fun, even if it wasn't Tim Langdell.
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Pencerkoff
CCCP
Level 4
Hello I am Pencerkoff
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« Reply #26 on: June 12, 2009, 09:28:34 PM » |
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Hello this is Pencerkoff Im assuming you might want info on how many enemies I could run before it dropped below 30 FPS. On a 2.2 ghz quad core compy with a crappy 512 MB graphics card i got 450 before it dipped below 30.
I'm not sure if that helps at all, but I'd also like to add this is enormous fun, even if it wasn't Tim Langdell.
Wow.. you're computer rocks mine. I think I hit 250 before I start to drop. I haven't really decided if they are all Tim Langdell's cronies, or if maybe he cloned himself like a thousand times. Regardless you get to fight the bigger one in the end. -PENCERKOFF
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Hideous
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« Reply #27 on: June 13, 2009, 05:58:51 AM » |
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Pencerkoff should just try using Construct instead. For the motherland!
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In a world where ugly babies rule supreme...
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deadeye
First Manbaby Home
Level 10
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« Reply #28 on: June 13, 2009, 07:22:37 PM » |
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I would agree, because Open Source is synonymous with Communism. But Construct isn't ready yet, so... don't use it! (Unless you want to beta test.)
(But it still is better than you-know-what*.)
*(I don't wish to be castrated again.)
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Davioware
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« Reply #29 on: June 14, 2009, 03:34:42 PM » |
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Deadeye you traitor...
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