David's Forum Posts

  • I started putting together an example of how to handle an 'inventory' system. Pretty simple, but a good example of how to use functions I'll improve it later so its got more items and limits etc...at the moment left click picks up, and right click drops

  • Well that really odd! Are you using vista perhaps?

  • "Have you tried turning it on and off again"

  • what build?

  • Very nice !

    Are teh graphics yours ?

    thats awesome that you could use the particle object to have fly debree etc in the background of a game.

  • I think Nicole Eggert is hotter...but I kinda have a thing for blondes soo..

  • I cant get past the green worm at the end of the cave level

    Um the platformming variables could use some tweaking. He accelerates and decerates pretty slow, making it hard to jump on platforms etc. If he accelerated and decelerated faster, it would be more fun

  • One cool feature I've noticed in modern indie games is that in outdoor scenes they like to have a sun that follows the player around, but when the sun approaches the edge you can see the beams from the sun over the top of everything...but once the centre of the sun has gone behind a solid, the sun becomes less bright and stops 'blooming'.

    The way to do this (i think) is to have two objects, one which is behind everything (so the sun), and one that is in front of everything (the bloom). You then make them have the same position, and when the centre of the bloom is overlapping a solid you make it fade out, and when its not, fade back in.

    I used additive so no pixel shaders are required

    Heres a screenshot:

  • I think it would make more sense to have a '1 event' contest, so you can put stuff into an 'always' event heh

  • Okay back from work, heres the 'skin' version. Hold space to see it without guides

  • sometimes I find its easier to make an object thats 4x4, give it mouse movement, and rather than detecting if i've clicked on an object, I detect if the left mouse clicks and if the object is overlapping the desired object. I'll try this out when I get home

  • Arg dammit forgot to attach the file >.< Wont be able to for another 6 hours

  • Ah you see your using actions in the Sprite to move it...which is more like repositioning it. You need to click the physics tab and select 'add force' or 'set velocity', otherwise the physics shapes 'fall asleep' because they think they aren't moving.

  • Okay made a better version that deforms the mesh...the code in here would literally just be Sprite.x, Sprite.y with the addition of the new action, but for now I have to use the mathematical work around....

    Anyway this seems more like how i'd expect skinning to be...

    Hold space to see the skinning

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  • well what happens if you weigh everything to 0, and then everything to 1? Does the mesh appear 'stuck' to a single bone? And what happens if you weigh everything to 0.5...does the mesh kinda bend or does it rotate inbetween the bones? I need maya god dammit >.<