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Messages - Ronan

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Projects / Re: Mistraal - a game of creation
« on: 2008-03-04, 11:11:55 PM »
If by "game designer" you mean somebody who draws the concept art, that's not a bad idea.  The images in the game show a lot of creativity and thoughtfulness.
If, on the other hand, you mean game artist, then it's probably unlikely to happen.  Almost no games released these days from companies that actually charge money are 2D games any more.  Everything is 3D now.  Tile-based games are nearly a thing of the past.  All that's left are browser games and things like Pop Cap.

True, though there are some developers making 2D games for DS and Wiiware, with a lot of the Wiiware developers being indy developers.

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Projects / Re: Mistraal - a game of creation
« on: 2008-03-03, 11:50:28 PM »
Your tiles look outstanding. You should make a tutorial in your free time!

Have you ever tried applying for a job as a game designer? You have lots of talent.

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Help, Errors, FAQ / Re: Two sprites dissapearing after collision
« on: 2008-02-04, 11:50:08 PM »
Thanks! Worked perfectly. Just a question, why did I have to add the qoutations for hit? Just wondering.

Now I can finally proceed in my game  :)

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Help, Errors, FAQ / Two sprites dissapearing after collision
« on: 2008-02-04, 12:54:52 AM »
I'm trying to make two sprites collide (bullet and an enemy) and both disappear after the collision. The only problem is that only one disappears while the other remains. I'm using the TestCollisionMask with a parameter method. It's worked fine expect for that issue. It seems that the collisions don't get triggered at the same time, causing only one to disappear.

I'll go into more detail later if more is needed, as I'm busy right now.

Any help or different methods appreciated!

Thank you.

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Help, Errors, FAQ / Re: Having troubles making a player "shoot"
« on: 2007-10-22, 07:38:21 AM »
You can try one of a few things to eliminate that error:
1) Try to find a better time to deactivate the sprite.  Instead of de-activating it in the middle of your set of rules, make it the last rule.  If you de-activate it in the middle, any rule that references the sprite after that will cause an error because the code tried to prevent you from acting on inactive sprites.  If you simply check for de-activation at the end of the rule list instead of the beginning of middle, you might be able to get around this problem.

Yeah, that worked, thanks heaps! If I encounter anymore problems I'll ask, though now I'm off to bed (11:30 PM over here in Australia).  :)

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Help, Errors, FAQ / Having troubles making a player "shoot"
« on: 2007-10-22, 12:40:17 AM »
First I just want to say that SGDK2 is superb. Much better than Gamemaker and SGDK1.

I started using SGDK 2 like a week ago and so far I've gotten my player to walk and jump. Now, I've looked at the sample file TVSGDK2 (The one with Metalman) and I've tried to replicate the shooting in a tryout project I'm working on. The only thing is the function "AddSprite" only seems to be available in the TVSGDK2 file. Only "AddSpriteHere" appears in my project and they seem to operate in different ways. Was this function custom made by the user?

Anyway, I've got my player shooting with the "AddSpriteHere" function and the bullet moving using the "dy" function. I was thrilled I've finally got it working and walked around my map shooting randomly until it crashed, giving me an error saying a sprite collection has exceeded 100. I figured I could just increase the limit but then I realised that I'd need to deactivitate the sprites to make the game run more effectively. Though when I deactivate it, it crashes again saying:

Attempted to execute MoveByVelocity on an inactive sprite

Is there anyway to make a specific bullet disappear while still allowing me to shoot like in the TVSGDK2 tutorial?

If what I wrote is too difficult to understand, I'd be more than happy to attach the file.

Any help appreciated, thank you!

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