deadeye's Forum Posts

  • That's a shame, but congrats anyway for making the finals

    I have a feeling that next year Construct will do better, though. This was the first year that Construct really started branching out beyond these forums, so by this time next year it should have a lot more exposure (especially since it should be 1.0 by then ).

  • deadeye:

    It's not the fact it's foamy... it's just funny because it's true

    My comment was more of a rip on Foamy than anything else

  • It's not so strange, really. MMF does it. It has to exist somewhere. If you don't want it there when the level starts, just check "Destroy on Startup."

    I'm dynamically placing objects (like an enemy ship). However, to actually create the object I have to place it somewhere during creation time. The common thing to do (shown in tutorials) is to place it off the layout, but this doesn't help in my case because the ship travels off the layout as well. How to create a sprite and NOT put in statically on the layout during creation time??

    Why not have a loading sequence at the start of layout that places all of your objects before they have a chance to be seen?

    However, when the player decides to "takeoff" and return to the space layout, everything is back to the way it was during game start. Is there a way to keep state between layouts? So the player's ship will be over the planet when you return to the layout?

    Use a global variable for the ship's position when it enters a planet layout, and set the ship to that position again when the ship returns to the space layout.

  • Okay this ones more impressive:

    http://files.getdropbox.com/u/939828/forming3.cap

    Wow, that is impressive. Someone should use this in a full game.

  • here's an example of the canvas split screen in action:

    http://files.getdropbox.com/u/1013446/splitscreen.cap(994)

    and for those who don't have 994:

    http://files.getdropbox.com/u/1013446/canvassplitscreen.exe

    That's hella tight

  • And here I was just getting over my Bad Joke Flu. Thanks a lot.

  • Wow, very handy

    It's especially nice as a layer effect.

  • Your "On key X Pressed" event only triggers one time when you press the key. Then the event sheet starts over again, and you're setting your animation to something else in the very next tick.

    You need to, um... not do that. Sorry, I'm getting very lazy with my Help replies lately.

  • Your a winner!, but of what I have no idea.

    For being the last living person to still find Foamy the Squirrel funny.

  • it would be much faster and more intuitive

    I guess I don't see it. Maybe I'm imagining it wrong or something but I don't quite get what you mean.

  • The snake effect was cool. Simple, but neat looking.

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  • I don't mean to burst any bubbles but even if you allowed some sort of grid-snapped-repeating-texture thing to the panel object to allow this, then you would pretty much be stuck building your level with rectangular shapes anyway:

    <img src="http://i25.tinypic.com/inbyiv.png">

    That's rather limited. You wouldn't be able to make any complex, seamless shapes, and you'd have to be placing all sorts of other single tiles anyway. More trouble than it's worth, imo.

  • How do you get an alpha channel into a jpeg?

    An excellent point that nobody else bothered to bring up

  • [quote:8yaj7zl0]Like that one time I argued with deadeye about how to make a grid movement, anyway nevermind that.

    At first I was like "argued about what?" I had to actually look this up because I had no idea what you were talking about. Man, that was over a year ago!

    Anyway, glad to hear you got this all sorted out

  • For the stars, why not just put them on a separate layer that doesn't scroll?

    You can use a Tiled Background object for your star field (or a few if you want parallax), and simply set their offset, in effect scrolling the inside of the tile without actually moving it. Of course, the textures will have to be power-of-two in order to use the offset feature.