Attan's Forum Posts

  • WOW! That game was GREAT!!! Cant believe i haven't heard of it before, How the hell did he do that!

    Anyways, the .cap works for me. Just look at it closely and try to figure it out.

  • When placing the hotspot it seems like it's placed in the middle of a pixel, meaning if you have a 1*1 pixel sprite and place the hotspot in the middle, the image editor is displaying the hotspot in the middle of the sprite.

    It appears though like the hotspot is actually placed in the upper left corner of the pixel it appears to be in the middle of. So i think it would be good to either change that, or change the way the image editor is displaying the hotspot.

    Jonatan

  • I agree that the graphics are really the power of this game. It fits the style perfectly, and the use of the 3D box is great!

    I'm afraid i didn't like the gameplay at all, probably because i kept dying and i felt like i could do nothing about it.

    I had a really hard time dealing with the combination of a tiny player the same color as the enemy bullets, and super fast speed and acceleration. And i lost track of my ship all the time. Because of the sensible controlls i couldn't dodge a bullet without having a 50% chance of hitting another one. The precision movement was better then nothing, but i would prefer a mouse controlled ship.

    Maybe you want the controlls to stay as they are in order to keep the same type of gameplay, but i think you should do some changes to the players spaceship. Not nescessarily redesign it, but change the color or something. Right now you can't focus on the enemies you're shooting at without your ship getting lost in the storm of bullets.

  • but all this is still possible with his idea... I agree that stand-in graphics for the bonemovement would be really usefull. It would still be separate objects when you replace it with a sprite.

  • This might have allready been requested, but a simple "is focus on" test for the editbox is would be much appreciated.

  • I'm really looking forward to that. Will use it in my AI enginel. But for now, my problem is solved by being told about the spawn object by name action. Thank you for your help! And lucid, thanks for all your contribution to construct. You're a beast at creating plugins.

  • Exactly. Actually i think all object picking should be by name.

    Edit: Creating an object was actually what i had to do. And it worked perfectly... so... yeah....

    But i still think being able to pick objects through expressions all the time would be a better system.

  • Well the thing is that for this engine i'm working on I'm trying to make everything to be as efficient as possible when i'm expanding the game later on. Right now i'm working on a weapons system, and without this option each weapon needs an extra private variable added, and so far everything is 100% free from unnescessary repetitions.

    Is it hard to add? Because i've thought of it before, and i think it's really wierd that you type everything in eccept the objects that you have to pick from a list. Using calculations or values to pick objects looks to me like something that should have been there from the beginning.

  • I bet he will. Just look at his other creations.

  • Hi!

    I need to pick an object, which name is in a global variable. For example:

    Key space is pressed

    -global (doomed): Destroy

    is there any way to do this without having to create a PV and manually write the name in for each object?

  • on my laptop:

    Device name: Mobile Intel(R) 4 Series Express Chipset Family

    Pixel shader: 3

    Estimated VRAM: 1339 MB

    Motion blur: Yes

  • MMF used a pretty good system. When you pasted events into a new game it inserted the nescessary objects, and you could then right click an object in the events and choose "replace object" to pick a new one. It was far from perfected (it was mmf after all) but it worked, and right now construct is terrible in this way. You have to rewrite practically everything.

    Edit: I really think a simple way to copy code between .caps should be implemented far earlier then construct 2.

  • Looks very interesting, but i can't really figure out how it works. How are the cops moving? What is your goal?

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  • That is without question the coolest example i've seen so far. SO DAMN HOT! Is it okay to use this? I'm going to have like one level in this style in a bigger game.

  • Really nice! The hinges seems to work a lot better now compared to when i last tested them.