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Topics - Benxamix2

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Crap! / Ohai
« on: January 29, 2013, 01:23:52 am »
Nobody knows me, nobody remembers me, nobody likes me. Yet I'm here (just for a little) to see how has this forum progressed.
Even the IWBTG areas have been updated, A LOT. Cool k.

Crap! / So I finished Amnesia
« on: May 06, 2012, 05:24:53 pm »
and hell it was a good game. But it stopped scaring me rightly when I reached Agrippa part of the game.
What do you guys think about it? Did it have a good story? Good atmosphere? Good gameplay?
To me, these 3 things were accomplished.

Crap! / I bought a new PC
« on: March 03, 2012, 10:10:51 pm »
And it's fucking awesome compared to the old one (which I still own, but I'm planning to sell).

The specs:

Asus P8H61-MX Motherboard
Intel Core i3 3.0 GHz (4 Virtual Cores, 2 Threads)
2 GB RAM DDR3 1333 MHz
Intel HD2000 Integrated Graphics Card (I may change this later, now I ran out of money)
500 GB SATA Hard Drive (I dunno model of this)

It didn't come with a OS so by I just installed Ubuntu 10.10 while I was downloading Windows XP (to me 7 sucks).

Also my grandmother bought me a Skullcandy headphones pair, because one my Sony previous pair just stopped working suddenly.

I can run YoSniper's I Wanna be Like Brisulph at 60FPS, that's enough proof to say this is a good computer (at least for me, since in the old PC that game was lagging as hell).

Crap! / True story for (non-forum) RPG games...
« on: February 17, 2012, 02:18:43 pm »

At least for most of the RPGs, all those cliches are right.

Lol'd at 3, 14, 25, 27.

Crap! / What ya doin', DSK?
« on: February 04, 2012, 09:33:01 pm »

Crap! / 3 words topic
« on: February 04, 2012, 09:11:42 pm »
What is this?

Game Design! / Another question I ask YOU, guys (not code related)
« on: January 27, 2012, 11:56:23 am »
Max. Instances: 1000 (configurable, this should be exactly the same as RAM MBs)

If the game detects an higher amount of active instances than that, it auto-shuts down to prevent a PC crash due to extreme use of RAM and/or CPU (happened to me before :S)
Ofc you can disable many instances via setting the graphic effects to ultra-low or low, but the game can still fuck up your PC even using that config.

This option can be used to know if you meet the MINIMAL requirements to play the game with your video configuration, and also kill the process to stop memory + cpu use (if it's using all the resources then you won't be able to terminate it yourself).
Using high graphic effects, with no blood particles, I've reached a 570 active instances peak...

Shall I implemment this system?
Just tell me what do you think.

Game Design! / Delta timing
« on: January 24, 2012, 09:01:46 am »
So, what I got about this "feature", is that the game tries to keep player's speed, no matter FPS (normally velocity are managed by the frames, the formula is distance/frame). Something like frameskip, is my concept about DT.

I thought this system should be used in some situations, like in online gaming.

Supposing we got L (laggy) player, and N (non-laggy) players.

L is having lag, and its velocity decreases heavily. N sees L being slow, so N kills him (client-side). This kill event is sent to server, and the server process L's death. But if L was perfectly avoiding all the attacks, and dies, the default velocity system is pretty useless (or maybe just a shitty sync, but still is caused by lag).

So, would delta timing fix this?
If I commited some mistake about how the system works, please tell me (maybe about the kill event sent to server, not sure if I'm right about that part lol).

BUT delta timing applied to singleplayer is very annoying (I have beaten Super Meat Boy with my shitty PC, was pretty harder than playing I Wanna Be The Guy), mainly because the input is not taken in account during extreme frame loss, so if you press Jump key, your character may not jump, and you will die... Also, as the character keeps moving fast like you never got lag or frame loss, the game starts fucking the physics (can cause wall-crossing, unable to die when touching spikes, etc), because it cannot process some previous positions the char got between last and actual frame.

I don't know if I'm expressing myself properly, but what I try to mean is this:

General Discussion! / Can anyone suggest me about specific software?
« on: January 22, 2012, 11:52:35 am »
2 things:

1. What is better? CodeBlocks or Dev C++? (both are C++ developing IDE's)
2. Which video player do you recommend me, in terms of low memory and cpu use, plus good video playing framerate. Maybe VLC?

(my actual video player is DivX's but it uses all the power of my Intel Pentium IV D:)

Thanks beforehand.

Game Design! / How to make a simple "lighting" system?
« on: November 10, 2011, 03:02:08 pm »
What I want, is to make something like this:

But without using a big sprite with a hole that represents the light of the player.
I'm not asking for whole code, just some idea or functions I could use for it.
YES, in Game Maker 8.

Thanks beforehand.

Other Games! / Super Platform Box (Name not really defined xD)
« on: October 15, 2011, 09:49:37 am »
Hey guys.

While I was really tired of playing and had no ideas for my IWBTG fangame, I wanted to create a super-simple platform game, based in a black-and-white design, with a box as player.

So I created a really simple engine, made a menu, 2 levels, and...
This is the result.

Won't be released yet, I will create all the 50 levels I'm planning, and get good music for the game.

So, what do you think?

Game Design! / Scirra Construct Help!
« on: September 28, 2011, 12:02:21 pm »
Hi guys.

I need some help at Scirra Construct, it's making me get mad...
Everytime I create a sprite or anything, that sprite gets "anti-aliased" (borders get smooth)... Here's a tiny snap so you can see what happens:

How can I take that thing out? Or there is no way else than pixel edit?

Game Design! / Easy thing on GM, but I have no idea how to do it...
« on: September 21, 2011, 02:59:02 pm »
I need it to do this:

"Press " + string ( KEYNAME ) + " to Jump".

But I have no idea about how to get the key name from its keycode (for example 16 = "Shift")
How do I do that?
Are arrays the only way?

Fangames! / The Kid's Cape Quest: An IWBTG Fangame
« on: September 19, 2011, 03:16:07 pm »

Game Design! / How to...?
« on: August 24, 2011, 07:13:40 pm »
Do you remember I WANNA BE THE GB?
Do you remember that load screen?
Do you remember that ashimoto uses screen_save for the screenshots?
Do you remember the load screen doesn't lag?

How did he do that?
I tried to use screen_save when saving the game in a slot, but the load screen lags when using those "800x608"-based screenshots...

Or another question, if you can't answer the first one:
HOW CAN YOU INGAME RESIZE AN IMAGE, NOT USING image_xscale and image_yscale?

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