Attan's Forum Posts

  • well, then tell me how you did it, cuz i don't get it.

  • ??? So you suggest that they add to the learn-area a way of making a 3D first person shooter, with a program that doesn't even support 3D? Is that your word of advice?

  • I don't know if i don't understand how the animator bar works, or if it just sucks at the moment. <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" />

    Why is the backround black when you ctrl+V something?

    Where is the prewiew?

    How do you delete an animation?

  • Nice ideas there! Since i posted the demo i've added a nice way to select the power! It calculates the distance between the eye and the object and multiplies the power with that (up to a certain limit). I'm impressed by how redicolously easy it was to create a nice transparent sprite and make it stretch and rotate towards the mouse! it worked and looked perfectly on the first try!

    I've lowerd the gravity and ajusted the forces a little to stop him from being so hyperactive, but since i'm a victim of the "no decimals-bugg" it's hard to make it perfect since i can't really ajust the mass.

    I can't fix the ghost trail either. I tried to set the ghost to back every time it is created, and i've tried to allways set it to back, but nothing works.

    I'll make a influence limit right now! I'll Do what you said and make the glow dissapear!

    I might make the "total Controll" as a power-up! That's a nice idea! but I kind of like the way you just throw stuff around right now. It would feel like a level editor otherways. Now you need some skills to get the objects where you want them!

    Right now three bugs stands in the way of completing this game, and i'm just getting started. Construct still got some work to do <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /> But on the other hand.. with mmf i wouldn't be able to do this at all.

  • YAAY! NO MORONS!

    I'm 17 btw.

    But i think there will be plenty of morons here, cuz construct is free.

  • Talking about families, Ashley I sent you an email with the family bug i reported.

    oh please! if you say something off topic, you can at least say something on topic too.

  • I'm also having troubles with the groups. It seems that the order of grouped events get messed up.

    Create a new game, and create a sprite with two animations. one red square and one green square. name them "red" and "green".

    Now create these events:

    Allways- sprite:set animation to "red"

    Allways- sprite:set animation to "green"

    and run the app. The sprite will be green.

    Now put those events into a group without changing the order. The sprite will be red.

    Edit: HAHAHAH! <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /> Forget it! I forgot to activate the group! LoL! But i have another app where i have this problem (no mistakes this time <img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /> ) so the bug is still there.

  • Currently, everything so far is clear and well thought out. What's missing from getting big time interest is a camera mounted or chasing an object for that First Person view.

    Sprite properties

    -groups

    • atributes

    [x]center wiew on me!

    Or was that some kind of metaphor?

  • yeah. that's what i'm looking for. I think someone made an example of this in mmf. I can't find it though.

  • mm.. guess it can be solved, even if it's going to be a whole bunch of bullets if you have a top-down shooter with 30 enemies and you want them to be vissible only if you can see them.

    Still would be nice for lighing effects.

  • You can allready move the player independantly by giving it a new movement and disable the plattform one, or just move it one pixel at a time relative to it's own position.

    The anti-bouncing thing would be nice, but i don't think it's high priority.

  • It'd also be nice to be able to retrieve a physics collision, as opposed to a sprite collision. I don't know if that'd be possible, though.

    For instance, I can't reliably add sound effects to my billiards demo just by using sprite collisions. They don't trigger properly because the physics collision takes place first. If we could check for physics collisions and retrieve force, not only could I add sfx, but varying degrees of loudness depending on how hard they hit, which would be pretty sweet.

    AND, we could make objects brake if the impact is to powerful! SWEET!! Put THAT up your To-do list and code it!

  • But something like a Ray object would be very handy anyways. It could be used to make lighting effects too! And a bullet is never really accurate, since then number of directions is limited.

  • and in the settings: standard hotspot in created sprites, but with a more clever name.

    Edit: Settings=preferences. (btw, that part is reealy empty right now.)

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  • I'm soure this forum will be packed once Construct v1.0 is out!

    Eh.. in case you'r wondering, I'm the same as A_t_t_a_n (Surprise! <img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /> ). This is my original account, but i used the other one once this was broken. (It's working just fine now Ashley!)