Davioware's Forum Posts

  • Unless they're cheating by taking the stickers off

    99% sure they're doing that.

  • Cool, this feature is pretty useful. Can you, for example, put the declaration block as subevent of an event, and then just set the value in the declaration block without using any actions?

    Like:

    [a collides with b]

    subevent: Local number aPosition = a.x

    ?

    maybe it wouldn't even have to be a subevent, just a same level linked event.

    I'm just a bit concerned that having them only apply to one subevent makes them a bit limiting. Sometimes an algorithm takes up a few events.

    EDIT: ok, I think what you meant was nesting level. I was under the impression that you can only use them in that one event they're linked to.

  • It works under value, I do it all the time.

    Just make sure that when you read and write from the .ini, you use the appropriate write action. There's one for string and one for "values" (numbers). I think I've run into this confusion before.

  • Don't use warp, use magnify on an animated sprite.

  • Very nice! I love the SNES tracks, they sound authentic. What I really love is the way each song has a minor back story provided by solely the name. I had a clear picture of Armstrong in mind while listening to the song, haha.

    I have a soft spot for SNES instrumentals though.

  • Not really possible without big changes. The user-definable variables aren't necessarily for color in a shader file (they can only be float or percent, aka single numbers), so they each have to be defined separately for RGB if you want to specify an RGB value. They would have to add a new float4 user-variable type, along with an IDE component for editing it. I don't really see it being a worthwhile addition for the work required.

    However, if while whoever is at it can expand the shader pipeline with PS3.0 and other goodies, than I support whoever wishes to take on the task.

    From Davo:[quote:heb8ifet]For type we can either use percent or float. Currently these are all that are supported, but later we may include more (such as a texture!)

    Texture type would be useful though.. Rojo..

  • Try removing the for each, it's not needed. When you compare a variable it checks all the instances unless some were filtered before with another event.

  • Demo's and Examples does not show an apps true potential.

    Um, yes it does?

  • Here are 4 games I have created with Construct.

    http://gamejolt.com/profile/davioware/653/

    They are reasonably polished, and show off Construct's various capabilities. I'm currently working on finishing TowerClimb however, which is my largest and most complex game to date. The alpha version is playable, as Arsonide linked above, but It's a year old and is MUCH less feature complete and polished than it is now. A lot of people still enjoy it nonetheless, which is what made me take it to the next level.

    Also, I would suggest checking out The Iconoclasts by konjak:

    http://www.tigsource.com/2011/03/30/wip ... onoclasts/

    It's a highly impressive example of a gba-style adventure platformer. It's a 2 level demo, but it's polished to perfection.

    Finally, a game made by my brother Quazi and I:

    http://gamejolt.com/freeware/games/arca ... atch/3161/

    It is the only polished,full featured 3d game made in Construct. It even has a 3d editor so you can design your own characters. The gameplay is simple but the graphics show you how far you can push Construct into doing 3d though it's insanely powerful event system and sprites alone(no 3d box or 3d model plugins).

    And yea, the community is very small. Tiny even.

  • you click on the layer to select it as the active layer, then create your objects, and they will be on that layer. You can also move an object to another layer by clicking and dragging it into the appropriate layer in the layer bar.

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  • can you do animations next? It's pretty important.

  • yup, that's pretty much the basic way to code a state machine type enemy.

  • It makes it so that there's no perspective scaling when you z distort a sprite. Basically it's an advanced feature that allows you to use the z-buffer to sort your scene.

  • it's objectname('maxXP').

    You can find most basic information here:

    http://sourceforge.net/apps/mediawiki/construct/index.php?title=Main_Page

  • I actually prefer it squishy.