deadeye's Forum Posts

  • No this is a bad idea. This is an open source project, and thus an open source community. Meaning everyone regardless of skill, age, or what ever should be encouraged to share, even if it is the "hello world" equivalent.

    That's a valid point. The community does have a say, and that's exactly the reason why I decided to put this up for a vote.

    You can however, appeal to people's sense of individuality, by making a specific part of the forum to deal with this

    That's an option I hadn't considered. In the eventuality that there is a tie or a majority Yes vote, I will make a thread for all newcomers who are so inclined to post their GS mods. Any errant thread will be merged into the master thread.

    Actually, you know what... that would probably be the best way to go about it no matter what the outcome of the poll is. That way there's only one thread to ignore instead of several. Everyone wins. The Creations forum won't be cluttered up with GS threads, and the newcomers will have a place of their own to show off their stuff.

  • I don't think its a good idea to ban ghost shooter clones because ghost shooter is a demo not a game

    My idea is to make a sticky thread in the your creations where they can take Ghost Shooter demo and make it into an actual game with maps weapons and maybe story

    If you did do that, then it would be okay. But... NOBODY has ever done that. Everyone just posts Ghost Shooter with a few sprite swaps and says "hey look at what I made."

    It's the video game equivalent of "Hello World." Hello World is the first thing anyone learns when they start learning a new programming language. All it does is print

    Hello, world!

    on your screen.

    Now, imagine that you went to a forum to learn your new programming language. Imagine that every new member decided they wanted to start a new thread to show off their Hello World program. Dozens and dozens of threads with programs that do nothing but print "Hello, world!" on your screen. Some of them might print it in blue! Or green! Some of them might print it in italics!

    Hello, world!

    Don't you think that would get a little old after a while? Don't you think that the Creations forum would be better suited to things that people are actually making on their own? Something original, something unique?

    And besides, Ghost Shooter isn't a template. It's a tutorial. It's a lesson. You're supposed to learn how Construct works with it. It's a means to learn how to make your own games.

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  • Looks pretty sweet

    How difficult would it be to get/set the button presses for other kinds of game pads?

  • [quote:3kxlxyhh]unless there's a substantial modification worthy of a post, the my creations forum is meant purely for your own work.

    The let there be an "Awesome Clause" that states if your Ghost Shooter clone is totally awesome, has a significant number of added features, and in all respects bears only a passing resemblance to Ghost Shooter, then it's okay to post.

  • The problem:

    With a rise in new users lately, Ghost Shooter clones and modifications are being posted at an alarming rate. New users who are excited about their first foray into Construct often times don't realize that their re-skinned Ghost Shooter is neither interesting nor creative. Sorry, the truth can hurt.

    I know that I for one would love to never see another Ghost Shooter clone as long as I live.

    The proposal:

    A rule, posted in Your Creations, and stickied at the top of the forum to let people know that posting their Ghost Shooter clones and mods is not allowed.

    If a majority No vote is found, then thereafter any post of a Ghost Shooter clone or mod will be deleted from the Your Creations board, and the submitting party will be alerted by PM as to why their thread was removed, along with a spanking for not reading the rules.

    The posting of Ghost Shooter clones will be allowed in Uploads only, for the purpose of assisting someone with troubleshooting when accompanied by a thread in Help/Tech.

    Cast your vote.

  • [quote:12yes1xu]But my code doesnt work very well, so I might use multimedia fusion 2.

    Heh. I haven't had a chance to play this yet, but I will say this:

    1. If your code doesn't work very well, then practice your code. If you're having trouble with something, feel free to ask for help.

    2. If your code doesn't work very well, then you're going to have a hell of a time working with MMF2. If you think Construct is tough, then MMF2 will be murder. Seriously. They might look similar on the surface but events definitely don't work the same way. Construct is much more logically laid out, and things like instance picking and re-using events are way easier.

    Of course it's your choice, though

  • That's awesome news, congrats

  • + Always
        > healthText:  Set text to playerTank.Value('health')
    [/code:3m4zjkm7]
    
    where "healthText" is whatever the name of your text object is and "playerTank" is whatever the name of your player object is.
    
    But yes, a tutorial is a good idea.
  • Heh... saw this posted in the SA Game Dev Challenge thread . Hammer Bro's game, too.

    I had another thought about the hiccup... it might be the physics. I've noticed when I have many small physics objects colliding, I sometimes get a pause. It could be your lava, or your rocks, or all of it. Hard to say.

    Try taking the physics lava out and see if that cures your hiccup. And if you're not doing anything special with the lava (i.e., if it's just going to be for show) then you can create a similar bubbling effect with non-physics sprites. Just create some oblong egg-shaped gradient sprites and set them close to each other. At the start of layout, set their angles to random(360), and then rotate them all from that point. It looks nice and bubbly. I can upload an example later if you like.

    Also, if you're making large collision masks for your landmasses then you can still use the tiles method. I have a prototype minigolf game that uses regular sprites to show the boundaries of the level (like tiles) but then there is a single box object with a single custom collision mask that encompasses the whole level. I can PM you the .cap if you want to take a look. It would likely help to increase the performance of your game.

    Oh, and good luck with the compo

  • Hold Enter + left click

    That was it!

    It doesn't update the Properties bar until you let go the Enter key though, adding request to the tracker.

  • I thought there was a keypress-click combo that allowes you to select objects below the object you currently selected, but I forgot what it is

    Anyway, if they're on a separate layer, you could just hide/lock the decorative layer while you work on the collision layer. Click the eye and lock icons for the layer.

  • This is a bug report. You should submit it to the tracker.

  • [quote:35d80yd5]as well as splitting the two large terrain pieces into many small pieces.

    I don't know if it's the images that are causing your hiccup. But if it is your images, then it's not just a matter of chopping up large images into small images.

    You have to make modular tiles. Create a handful of selected pieces that can snap together to make larger, complex shapes. For instance, you have a lot of large areas that are filled with basically the same empty, black space. You don't need all that blank space, it's just taking up VRAM. You can use a simple 32x32 black Tiled Background and stretch it. Or if you plan on texturing that area, you can use a few simple types of tiles that that layer over each other and repeat them.

    And just so I'm clear... no you can't just take the large platform sprite and erase the middle part, because blank space in a sprite takes up just as much memory as colored space.

    As for the outer surface of your platforms... it appears that you want to have something that doesn't look like it's repeating. That's fine, too. Just make a small set of raggedy looking tiles (maybe twenty tiles or so) that you can fit together in different configurations so it doesn't look like it's the same tile over and over again. You might get a few similar looking areas, but you can disguise them with decorative stuff.

    It's just not a good idea to draw a large area of terrain, ever. It's wasteful. Yes, making tiles and fitting them together like puzzle pieces is more work... but it works. Games use tiles and repeating textures for a reason. One kind of tile with 20 instances is much more efficient than a single sprite of equal area.

  • [quote:2gh0qr8e]Then theres the blue and red effect, where the left eye can only see one colour, and the right eye can only see the other, but it kinda prevents you seeing colour....also it requires people to be wearing red/blue glasses.

    For some reason I have two pairs of Shark Boy and Lava Girl 3D glasses, but I've never seen that movie! I swear it.

  • I have been playing with making games since the trs80 color(coco) computer's era.

    HELL YEAH!

    The TRS-80 Color Computer was the first computer I ever used. That's what I learned to program BASIC on. Good times.

    Welcome to the forum