Davioware's Forum Posts

  • The devs are really busy right now, so changing the mod engine would most probably have to be done by a third party.

    If this is out of the question, is the plugin SDK capable of interfacing with Construct's sound engine? I could try writing my own implementation, though I'm not very good with C right now.

    Yes, all the plugins for construct were created with the plugin SDK. I don't think construct has a "sound engine"; The Xaudio plugin handles everything related to sound (aside from mod playback). The mod plugin was made by a user who doesn't frequent these forums anymore, if I remember correctly. So yeah, anyone who knows C++ would be able to do what you want.

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  • I was VERY surprised when his head got cut off and blood came gushing out. I thought this game would be rated E for sure.

  • Yeah I know, the main template is generic, I agree. Still trying things out.

    Also, some sort of <noscript> fallback for the Flash logo would be nice.

    I'm actually a complete noob to html and anything web-dev related. I was wondering how to make a fallback.

  • http://davioware.blogspot.com/

    Feedback on the look and feel. Good? Bad? Makes you want hurl?

  • State what version you have installed and are using. Has this ever happened to you before in the IDE? TowerClimb was built in 99.72. I have a feeling it has to do with with the recent bug discovered and fixed by rojohound regarding sse2 processors. Post your full system specs and we might be able to tell.

  • The thing is, image points are usually in a different position for each frame. Like they're positioned on a character's hand or face, which is moving in the animation. That's the intended use anyways.

    [quote:13qiluel]Say I want to spawn an object from another object and want it to appear at a certain image point - It'd make things soooo much easier if we could copy image points from one animation frame to all the others without having to manually go in and change them.

    but what's the point of an image point that's always in the same place?

    From what you wrote, it sounds like you just want the object spawned a certain offset from the character. In that case, just spawn it at the hotspot and use a set position action. A picture would help though, not quite sure what you mean.

  • TowerClimb is gba resolution. 240x160.

  • Don't use the built in save/load if you want storyline or environmental persistence across layouts. You'll have to come up with a method using files or global variables for that. save load just takes a memory snapshot of the game and loads everything back the way it was (or at least in theory, since it's incredibly buggy and not worth using atm). Making persistence across layouts requires a lot of planning and work, just a heads up.

  • The quality and immersion of the game all depends on the maturity and skill of both players. It's a really cool idea though, kind of like the concretization of a drawing board/chat rpg.

    Theoretical online match.

    *fades in*

    Player 1: "Oh, hello again mary!" *gropes mary*

    storyteller: *facepalm* player 2 disconnected! searching for new storyteller!

  • nice one rojohound. Love seeing bugs like this killed.

  • sure it's not your controller?

  • Use a single hitbox sprite with multiple animations (or frames). Make it the same size as your sprite, copy your sprite in, and draw over his fist or arm or whatever. Erase everything else and code it up so that when he punches it switches the animation or frame of his extra attack hitbox.

    All of these things feel like work-arounds to me.

    Actually, like deadeye mentioned, you're not saving much/any time with your way. Your just putting the hitbox work into the picture editor and behind the scenes of the IDE. This is worse than making a seperate sprite IMO. Fiddling with the picture editor to align frames and hitboxes is a pain as is (you can't see the hitbox during the runtime etc.), and then your stuck with a hitbox tied to your image. You won't be able to offset it for special attacks, or do other advanced things. Fighting games take a lot of work. What feels like a "work around" is actually the necessary, unavoidable work.

  • Something like this maybe?

    http://www.newgrounds.com/portal/view/520768

    It's pretty fun I'd say. All depends on the execution.

  • And whenever you write an expression that doesn't contain Timedelta, it should pop up "ARE YOU SURE?"

    TowerClimb: Over 700 events, and thousands of actions and expressions, not ONE of them containing the word "timedelta". This would be a nightmare for me.

  • IMO resident evil 4 had some of the best cutscenes. They had action commands hidden at specific times during the scene, like dodging an axe or grabbing a cliff. You could actually die during a cutscene, and it really made you feel connected.