Davioware's Forum Posts

  • Cool, It's an easy mode 7ish effect.

  • Good Advice:

    Do not make an rpg. Not right now, It will only end in disappointment. I'm telling you, it's impossible at this level. I've been doing game development for years and I would still not dare tackle a big FF style rpg, even with a team. If you are making tiles like that, then please do yourself a favor and start with a small game idea to hone your skills. You will soon see that all the behind the scenes coding which goes into even a small game soon becomes a handful. An RPG is by far the most difficult game genre to develop, and even with a team it takes the utmost devotion and planning. I don't want to sound harsh, but I am 211% sure that this game will not get finished, or even to a point of near completion. Come up with a small original design with your team or on your own, and see how tough it is to finish just that.

  • it's not possible in construct 1.0, has been asked for many times.

  • system compare

    obj.count > 0[/code:3h6os6bs] before you run the events.
  • Actually, I think it's not currently possible to do a true screen stretch in fullscreen, and maintain aspect ratio. My example

  • Also it says it doesn't work well with captions turned on. I of course felt the need to try that, and it still worked fine for me. Maybe something the devs did in an update, fixed it?

    Look closely (or better yet, measure) and you'll see that the screen isn't perfectly scaled up. It may not be apparent with my example, but it's there. It just has to do with the window object set size action taking into account the caption height and width when setting the size. For example, if you set the size of the window to 640x480, it will take the caption into account, resulting in a slightly distorted resolution, at 640-captionwidth x 480-captionheight

  • I don't think that's the way it works. If I remember he had lots of small untextured (like 4x4) squares which he stretched vertically to make the terrain. The texture was a tiled background on another layer, and the terrain strips were on an erasing layer so they appeared as one seamless texture when they cut through to the tiled background layer. I may be wrong anyway, but that's how I'd do it.

  • Since we're on Stencyl, I haven't seen any screenshots or further details since they started private beta. Any sleuths out there who can track down some details? Who knows, it might actually be good.

    From what I've seen/heard, the runtime sucks compared to construct. I haven't found any info on the IDE or scripting system yet.

    Here's a video of a more complete game.

    IMO Stencyl pales in comparision to Construct from what I've seen so far.

  • 1. Get dropbox, because I can't download the cap from your file host. And, dropbox is the the best hosting solution on the internet.

    [quote:18x3amjw]The second problem is no matter what size or resolution I make the canvas, it seems to want to remove a whole chunk of it from off-screen. As you'll see in the cap, it should reach to the end, but it doesn't. This isn't noticeable if it's all on the same screen or there's no scrolling used, but if it can only work in a single visible screen, that greatly limits usefulness.

    So yeah, anyone got any ideas or fixes? It almost works perfectly, but these two issues make it entirely unusable doing it this way.

    I've checked out the one here viewtopic.php?f=16&t=971 where I got the idea from. Doing it that way with a mouse behavior on the eraser does work, as in it doesn't leave bits of other sprites on the screen. But it too doesn't solve the canvas deleting parts of itself off-screen, or the smearing scrolling effect.

    So if anyone knows what I'm doing wrong or can suggest a way to fix it, I'd be very grateful.

    This is a bug, which I forgot to post to the tracker... Posting now.

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  • I don't think it looks that much like our logo. Cogs seem to be a common metaphor in software like this.

    Yes, specifically cogs shaped like the letter C. Grumble Stencyl grumble.

    Just stumbled across this.

    and the author's reply to a comment there is pretty funny.

  • the result doesn't look the same in the runtime as it does in the IDE.

    <img src="http://dl.dropbox.com/u/1010927/HMPlusRuntime.png">

    <img src="http://dl.dropbox.com/u/1010927/MNplusIDE.png">

    Please make this work, I love heightmap.

  • periods would be nice.

  • why don't you just move at angle with cos and sin, I don't see the need for lerp if all you want to do is move towards a point at a set speed.

  • They really should have just refurbished that cool soviet hammer, It was their brand... That Yoyo one seems like it was made in 2 minutes; I can't believe it made the final four. AND, The new logo reminds me of that meme smily.

  • Good job on completing ghost shooter! Now you can start on an original project. While this may have been a good learning experience for you, you should aim to show off something original. I know you're enthusiastic about showing off your first game, but people generally don't respond well to ghost shooter clones. The your creations section is for completely original works only.

    Tip: - Don't use windows UI objects, ever. They're glitchy crap.