Attan's Forum Posts

  • Im not agreeing to 100 percent with you guys.. I see no problem with starting out with a bigger game. Just try your best, and if you get tired, scrap it and start again. Think back guys.. how did you learn? Did anyone of you really start of small? We who didnt turned out pretty well anyways.

  • Ive been planning, testing and working on the same project for about 2 years, and im counting on about another three years before its finnished. Ive made quite some progress with the engine, and ive really tried to keep it clean to avoid a (read; too many) rewrite(s). But im still pretty sure Ill rewrite it at some point(s), and because of all the time Im planning to spend Im wondering if its a good idea to spend half a year learning C++, and then remaking it with some custom plugins for this and that. I just want to get the best tools available before i dig to deep, because it will suck to realize after a few years that i wasted half of the time and could have done it in a much easier way.

    Im also thinking about just making test engines for now and waiting for construct 2 before i put it all together. is there ANY time approximation for when construct2 might be finnished? Are we talking one year or five years?

    If you have any other suggestions on how to approach this (things to read, tools to use etc.) feel free to post it. Just dont discourage me from making a game this big, Ive heard it (and said it myself) enough.

  • I dont understand how people are getting so scared and defensive about this offer. Yes, you can do it yourself, but no one does, and besides, this might actually get get someone to finnish a game with a good concept. If i wherent all filled up with my long-terme project i would have a go at this, but now is not the right time for me. But unprofessional or not, this is a good oppertunity for many people out there. We all know how quickly you can get a game together with construct if you just can draw some limits on world size and playtime.

    but something like paypal as a security is never wrong thoug..

  • Just this morning i figured it out myself (after trying for hours), and i think my solution is the same as what you wrote. Thank you very much for the clear explanation and sorting out the formulas for me! Just what i needed!

  • I'm having some trouble finding the right formula for this, so i need someone whos good at math to help me out (Ashley..).

    An NPC is running forward with a constant speed and finds a platform somewhere ahead of him. Now, using the speed value, the gravity and the position he needs to land on, i need to calculate the strength with wich he has to jump to land on the right spot.

    In other words, i got the X velocity and the downwards acceleration, and by inserting the correct Y velocity i need to draw a line from the position of the NPC that passes through a certain xy position.

    If anyone understands and can help i would be very happy!

    Jonatan

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  • One thing that is a MUST (if the whole event system isn't changed) is the "replace object" thing MMF has. Being able to select a bunch of code and klick "replace object" is very much needed.

    I will be back with more suggestions, and i will think all of them are way better than all other suggestions. Because they are.

  • It's too bad the particle spray is really inpractical when it comes to real games, since scrolling and wind causes problems.

  • In your case it's really easy to do.

    +charge is greater then 0

    +NOT! key is down

    -> blast everyone

    -> set charge to 0

  • then i can't work on the layer..? Or what do you mean? I'm aplying the effect to the layer where all the graphics are, so it has to be visible when i'm working on the game. But it's not just in that case it would be practical. For example i use some sprites with magnify that i spawn to create effects. Such sprites are invisible if you have them outside the layout, and you don't want such objects in the playing area. Of course there are solutions to that, but a Hide effects setting would make things much easier.

  • Hi!

    It's really hard to work with effects, especially layer effects, that shouldn't be turned on at start since ther's no way to hide them in the editor. So if i at one point in the game want a difference effect on one layer i have to either ad the effect before i run the game and remove it afterwards again, or i have to work with it turned on all the time.

    Best would be a checkbox in the properties of each effect, but a "hide effects in editor" in the preferences would be great to.

    Jonatan

  • That is crazy lucid. Congratulations on getting this far! Keep it up and this game will rule the world.

  • Brilliant! So clean! Thank you really much for this!

  • you can fake jump sustain with events, so i don't think it's a big deal.

  • Just awsome. This was really well needed. Thank you R0J0hound, you're really helping gonstruct forward.

  • hmm... this doesn't really do anything or say anything. Am i missing something obvious?