Davioware's Forum Posts

    I've heard about dota2. It's going to have to stand out somehow and be amazing for me to switch from league of legends. It's valve, so I know it's going to be good, but I'm also really fond of LoL.

    It's like starcraft 2's situation. Sure it's shiny, new and polished. Still doesn't make me like it more than the original. It feels different. Sequels don't always capture the same feel. Sometimes newer isn't better.

    Quazi and I play League of Legends. It's like DotA, but has it's own engine, and it's from the same creators. It's a free game, and tons of fun.

    <img src="http://i.neoseeker.com/mgv/394161-Lorx/161/28/wallpaper_1680x1050_55_display.jpg">

  • There's a mod plugin.

  • So you can copy texture chunks from the backdrop onto morphable polygons and keyframe them with tweening? Looks really awesome.

  • I wouldn't count on anything getting fixed for C1, especially obscure features like the layout object. If the layout object works for you then that's great; personally I haven't tried it in a long time so I have to experiment with it again to see what's buggy/broken about it. If it works with the mouse and keyboard object my geuss would be it's something wrong with the input system plugin. The layout object has random bugs/incompatibilities like this, which is why people say it's buggy. If you can get it working then you're set.. until the next bug comes along and you say screw the layout object . I guess it has its uses but I don't find it terribly necessary. I wouldn't rely on it.

  • It's going to work, trust me.

  • I don't think so; you can't perform actions on attributes. You can't say MyAttribute -> set x, since different object types can have the same attribute.

    And that sounds good Ash, I like the idea of giving families behaviors. The inheriting of variables is what I proposed before, so that's nice.

  • Practice and work hard at it. It's the only way to get better at something. If you are motivated enough you will become good with time. People who are skilled at art became good with tons of practice. Look at art that inspires you and study it. No one is good at something when they're just starting out.

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  • just set the x position to mousex. Clamp the range with clamp().

  • I guess this means we can now test for conditions with behaviors? Like for example: "sprite overlaps platformer behavior"?

    But come to think of it... Shouldn't attributes be merged with families, not behaviors? It just makes more sense. "Solid" and other attributes should be pickable anyways. Object overlaps solid: solid -> destroy just makes more sense as a family, and is useful. Behaviors do things. Attributes are testable but unpickable groupings of objects, nothing more. Families are testable and pickable groupings of objects. Why do attributes exist again? If anything, when creating a family, you should be prompted to define the family as attribute or not, which just means it can't have family variables. Then again, I only ever used attributes because they were less buggy than families and simpler to add remove (no messing with variables etc.). Also, this time around, please don't mix family variables with normal private variables. They should be in separate lists (the family vars in the family dropdown, and the normals in the pv dropdown). And don't make families inherit already created variables of objects, keep those two variable lists completely separate.

    It's weird to have attributes as behaviors. And then to user-define a behavior just so we can test overlapping with them but not pick them? I don't see the point. Attributes are like mini families currently, just make them real families. It would also be cool if when you add the family for "destroy on startup" or other predefined ones, it adds the corresponding events to the project, maybe at the end of the event sheet or something, or it makes a new event group called "pre-defined families". So you actually see the code which is in your game. I've sometimes forgotten about "behind the scenes attribute code" when I was newer, which runs invisibly when you tick one of those boxes, leading to long bug hunts just to figure out why something is destroying on startup because I forgot about attribute code. If the events were actually added to your sheet, then you would see the code which affects your game. You would also be able to edit how the "center view" code and others behaves etc. because it would just be events referencing that family.

  • You don't need python to make a good game, at all. This was all made with events. Python just makes data-heavy algorithms easier.

  • I was being sarcastic.

    That's my game. Hehe.

  • Screenshots look familiar to me. I wonder where you got the idea.

  • I understand the show since I know french, never heard of it though. What's weird is that he calls 2d games "1d" games. Shows name means "wasted time".

  • I wish they made more original platformers for current gen consoles. Just give me Mario sunshine (minus the jet-pack, like in those challenge levels) with a half-decent level editor please. Let users share their Mario levels, LBP style. Insta hit. Come to think of it, I have to buy a damn whole ps3 just for the brilliance that is LBP. Media molecule is my new favorite game company and I haven't even tried LBP 1 or 2 yet. My old fave developer, Rareware, has stopped making great original titles like Conker's BFD and have moved onto avatar games. Like really, avatar games? Screw casual gamers! Make me a new Conker game and you'll redeem yourselves. Nuts and bolts was great fun, and a good twist on the series, but was lacking the grandiose customization options that LBP offers, especially in the online department (no detachers or per cube destruction online? WHYYYYYYYY!?!?!?).

    \rant