CreatedorMade's Forum Posts

  • Thanks for that!

    Welp, time to download that After Effects trial and start making the video...

  • By the looks of things, a pretty neato plugin for node-webkit by the name of Greenworks has made it onto the scene.

    So maybe if someone could make a plugin that allows events to give the player achievements and just general Greenworks integration, that would be awesome.

    It would basically be limited to just making JS calls, so it would be really simple to make.

  • waaaaaaaaaaaaaaait a minute.

    I don't see greenlight support...

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Oh cool! Thanks for that!

  • I'm making a game for commercial use on Steam, and I haven't seen any way of making Steam support.

    SOMEBODY HALP PLS!

  • I'm making a game for Steam and I need to be able to install DirectX when WebGL doesn't work (so the game doesn't look horrendous).

    To do that, I put the DirectX installer in the game's folder, then use Node-Webkit to run it.

    However, when the game is running from a different folder than it's used to, how do I get the path to the game's folder so I can just say run "directxinstaller" in the game's directory?

    Please help.

  • R0J0hound cool I'll try it. Thanks.

  • So, here's my idea for a semi-three dimensional world:

    Every object has an invisible "locator" object. This is the object that does the actual moving around and stuff. There are also two more objects: the shadow and the display object. The locator object has an instance variable called "Z," which is added to its Y position to determine the location of the display object. The shadow object simply looks for the first object below the display object (on the Z axis, mind you - not the Y axis) and displays there. Simple, right? Wrong.

    For this to all render correctly, we have to sort the objects by Y and Z positions. If two objects have different Y values, the one with a higher Y displays in front of the other. This is fairly simple - assign each object a "ZOrder" instance variable and have the system go through each object by Z Order (ascending), sending each instance to the top of the layer as it does. Simple. But for the Z position, things get complicated. If two objects have different Z values, the same thing happens, except it overrides the previous value given if needed. But then, just using this system, we come across problems. If there are many, many objects, we see that some render incorrectly for a frame or two before being corrected by the system. This will not do. Plus, the sorting gets a little complicated when everything is the same object, but every instance has a variable or two determining its behavior and appearance. It's not the instance variables that are the problem, it's the fact that everything is an instance of the same object. Things get weird when we do this, so then everything has to have an "ID" variable, assigned either at the start of the layout or in the editor - possibly both - that we use to select it, which is much too complicated and will suck up memory faster than an industrial vacuum when using lots of objects.

    So, you read that wall of text. Now, I have something to ask:

    Could anyone help with the optimization of this? It will work, but it will be VERY (and I mean very) laggy if it does, so I need some way of optimizing it or just taking shortcuts while sorting. But ANYTHING will help.

  • Sorry to all, but I won't be able to do anything (until further notice) because every time I try to work on the sprites you want, life happens because everyone has responsibilities (meaning that "until further notice" could probably become "forever").

    There was also some business about some water getting spilled on my laptop (like a whole gallon) and me having to get a new computer (which is a desktop), so I can't always work on things because I have to go places often and it's not like I'm going to put an Alienware X51 in the trunk. I also lost all the work I had already done (on absolutely everything that wasn't saved to the cloud), so... yeah.

  • Done! I couldn't make a .capx right now, but I have made some body parts for you to assemble in an image editor (I recommend Paint.NET, which is free). Have fun!

    (If you're wondering where the images are, they're in a PM that I sent you.)

  • Some things have been happening and I haven't had much time to work on this stuff (and I probably won't be able to for a couple of days), but don't worry -- I'll PM you with a .capx file containing everything you'll need.

  • Coming right up!

  • The title says it all: if you want, I'll be able to make some 8-bit or 16-bit sprites like this for you (spritesheet form optional) for free!

    However, of course, they won't be EXTREMELY good, just 8-bit or 16-bit sprites.

    As for the player facing the side, I made him always that way so that it saves space on the game download. If you want him to face the other side, just use events to flip his image around a little.

  • Try adding a Physics behavior the the turret and another Physics behavior with Immovable set to true on the walls.

  • I was thinking of creating a sandbox/space/exploration game, with procedurally generated planets (I don't need help on that, trust me) when it hit me: if the universe is infinite, I need to create multiple layouts with events, but after looking at System's Layout and Layers events, there was no "Create Layout" function. Does anyone know how to do this, or maybe know of a plugin that can create layouts via events?