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Messages - Sephalos

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46
User-Made Creations / Re: I Wanna Get Rekt
« on: August 29, 2014, 01:08:34 PM »
If a tree gets rekt but no one is there to hear it, does it still a make sound?

47
Meet and Greet! / Re: Hii
« on: August 28, 2014, 01:53:37 PM »
ʕ •ᴥ•ʔ

48
No, you can't. If you keep your objects organized you shouldn't have that problem.

49
Engines / Re: I wanna be the Engine Seph Edition
« on: August 18, 2014, 10:28:36 AM »
I just tried downloading the engine for research purposes, and when I tried to open the ZIP archive, I got an error saying it was damaged or corrupted.
That's strange, let me re-upload that.

50
User-Made Creations / Re: I Wanna Be Red
« on: August 16, 2014, 01:15:25 PM »
Ah, so you're the guy who made that game. I didn't see too much of the game but from what I saw, the battleblock theater stage and the deca corner troll were pretty clever. The rest of what I saw decent-ish.

If your goal was "I can do better than that" then I would say you definitely hit the mark.

51
Unfinished / Incomplete / I Wanna Go the Tower [v0.3]
« on: August 09, 2014, 10:23:33 AM »
About
I Wanna Go the Tower is a puzzle platformer. Or at least this is my attempt at making a puzzle platformer. I don't have much time to work on it right now as I have a full time + a part time job, but I'd like to see what people's opinion on it are so far. If you've played the adventures of lolo or DROD this might look very familiar.

Screenshots





Download
I Wanna Go the Tower v0.3

52
Programming Questions / Re: Fangame engine rules
« on: August 05, 2014, 02:51:42 AM »
1. The player's hitbox uses a seperate rectangle sprite placed around the middle of the player. The sprite is 11 pixels wide by 21 pixel high. It goes from his feets to the top of his head.

2. Gravity is 0.4 and it points down. Jump strength is 8.5. On the first step the player will move 8.5 pixels high, on the second step the player will move 8.1 pixels high, on the third step the player will move 7.7 pixels high. Every step the player looses 0.4 vertical speed (gravity). If the player releases shift and he's going upwards, his vertical speed is multiplied by 0.45.

3. The double jump is the same princible only his jump strenght is 7.

4. The FPS should always 50. This is the number of steps executed per second. The player speed is always 3 pixels. If the FPS is 60 he will seem like he's walking faster but is still 3 pixels per step.
At 50 FPS the player would move 150 pixels in a second. (3*50)
At 60 FPS the player would move 180 pixels in a second. (3*60)

53
I don't think the message system has been working since starz0r switched hosts. Like paragus said, I'd say at least 95% of the community is on skype, steam and twitchTV.

If you do have skype, add me "sephalosx". I should be able to get you in touch with pretty much anyone you need.

54
Programming Questions / Re: Needing an engine...
« on: July 31, 2014, 03:43:00 AM »
(Going slightly off topic) The thing that bothers me about this though and don't take this the wrong way i'm not trying to be an asshole, the post was on July 8th and you're just responding now because its been moved into game design,  It wouldn't hurt or kill you to look on the other boards and go on twitch.tv sometimes you know, that's the way to find out what's going on, it's where everything happens, a lot of people have made this point and it is indeed very true, take this under consideration and if you want if you really want to be a part of this community, the forums don't really do the trick for you.
No offense taken, but to that point, I really don't have a lot of time to spare to do that. Plus, I'm not much of a forum guy.

Yes, I generally only explore the Game Design section and the Fangames section of IWBTForums, but you try having a full-time job, and a marriage, and a schedule that is constantly getting filled with shit you don't want to do, and see if you can still manage to keep up with everything. It's simply not doable for me, and it's also the reason why part 3 of the contest results has taken so long.

In any event, I will do my best to check out the physics employed by engines like the Yuutu edition and such, and see if I can make any improvements there. Programming is a large part of my real-world  job now, so I have a lot of ideas of how to modulate the engine and make it more readable and user-friendly.
The phisics are an easy fix. If I remember correctly the only problem with it is the max falling speed which should be set to 9.

My main problem with YoSniper engine for me was the way the collision with blocks was coded. The collision with walls on the left and right are a bit off and makes the player wobble when jumping on edges. The collision with the ceiling will stop you from double jumping under it if you are too close to the ceiling, I tried fixing that one but just couldn't find a good way other than revert to solids.

Unfortunately solid objects didn't work very well with what I had already coded in IWBT8b.

55
I didn't try your game but here are the specs of the usual engine.

Room speed should be set to 50.
Gravity should be 0.4.
The first jump should should be -8.5 vspeed.
The double jump should be -7 vspeed.
Running speed should be 3.
Maximum falling speed should be 9.
When you release shift and your vspeed is smaller than 0, the vspeed should be multiplied by 0.45 for variable jumping.

Good luck with your engine.

56
Programming Questions / Re: External music not working Pls. help Seph
« on: July 19, 2014, 10:44:22 PM »
Make sure the music folder and SuperSound.dll are in the same folder as your gmk.

57
Off Topic / Re: Stonky Kong Racing
« on: July 16, 2014, 02:29:51 AM »
This is great! But we need to go deeper, I feel like there's more space to fit in more stonky heads.

58
Engines / Re: I wanna be the Engine Seph Edition
« on: July 07, 2014, 10:31:19 AM »
I heard that SSound has a bug that won't unload sound in windows  7 or more. is this version for fixing that bug?
I added supersound.dll so people wouldn't have to go through the hassle of downloading and installing the extension. If supersound does have a bug with Windows 7 then I would need someone to test it.

59
Engines / Re: I wanna be the Engine Seph Edition
« on: July 04, 2014, 07:57:40 AM »
Version 3.1 update.

The engine now uses SuperSound.dll instead of the SuperSound extension.

60
The Lounge / Re: The Guy or The Kid?
« on: June 22, 2014, 01:02:02 PM »
Are you trying to tie in 1500 fangames from the wiki to the original IWBTG as sequels? :Kappa:

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