deadeye's Forum Posts

  • Time flies like a clock.

    Fruit flies like a banana.

    Also: is there a way to toggle/change options on layer effects?

    No, not yet. As for the other stuff... I dunno.

  • By "from the ground up" I assume you mean you find it easier to make a tile engine by coding it from scratch with some programming language or another? Eh... okay then.

    Seems to me that you could make a tile-based level editor in Construct that does what you want in a mere fraction of the time it takes to code a custom engine. But hey, whatever floats your boat.

    And nobody is putting you down, I was simply stating a fact. If you'd stuck with it you'd have something made by now. Instead, you're taking the long route by looking for shortcuts.

  • He did go into more detail in Help/Tech. But you're right, it is customary to link back to the originating thread, not to mention much more helpful.

  • What's an OSU beat-map file? Is it just plain text? How is it parsed?

    If it is plain text, why would you need Python? There is a file object, a text manipulator, and various other things that can help you get the data and sort it with events.

    If it's not plain text, you will likely need some kind of custom plugin to read the file.

  • This looks like a bug, post a bug report.

  • Are you sure you want to? It's pretty ugly looking .

    Of course, I made the buttons ugly on purpose. For two reasons... so people would be compelled to draw their own, and because I'm lazy.

    But yes, you can include it as a template if you like. I don't know what you'd do with the .rtf though, and the .cap itself doesn't have any comments.

  • Seems to me that capturing the screen with an action could have its uses.

    I believe deadeye made something where the thing saved a screenshot.

    I also invented the toaster, and socks.

    You can thank me with piles of money.

    (No, I never made a screenshot-saving thing.)

  • Yes, it is possible to make a platforming game engine just using physics. See here:

    It takes some work, though. And there are a lot of little things you need to do to tweak it just right.

    What sort of interactions do you need? Perhaps you can fake it with another means. If it's just something like you need the player to thrown a physics-y ball, then that's easy. But if you need lots of movable stuff that pushes the player around then yeah, you'll probably need to ditch Platform and use Physics. Just keep plugging away at it.

    And if you're having trouble with one particular bit, go ahead and post your .cap so someone can take a look. Vague descriptions like "I've tried this by adding force, but it freezes" don't help much.

  • Haha, I love how the Chief throws water fountains . Awesome.

    Too bad you didn't have time to make any backgrounds, but good luck on the grade

  • I dunno. Maybe you could make a few different types of small asteroids and spawn random ones.

    It'd probably look better than stretching them, too.

  • [quote:1kkuv2z4]Why are you so sure I'm looking for excuses?

    It was a joke

    Anyway, lucid is right. Set the default value for the chase timer to 0 and it won't trigger at the beginning.

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  • You don't need to ID the asteroids at all.

    And you're using a System compare to compare the asteroid damage value. The system doesn't know which asteroid you mean, so it's picking the first one, and watching that one. When that one goes kablooey, all the asteroids are destroyed because you don't have a sprite picked.

    Use the asteroid sprite's own Compare Private Variable condition to check whether it's own damage is equal or greater to 100, and it works just fine.

    You also need to "Remember picked objects" when you spawn your small asteroids with a function, so Construct knows which big asteroid to spawn from. Otherwise, when you kill asteroid 2, 3, or 4 then asteroid 1 will spawn the small asteroids because Construct can't remember which asteroid it was working with.

    Also, you should check out the Custom collision mask for the astroids... with physics behavior you can draw a polygon around them to define a mask.

  • Normally I would jump in and help, but I've been down this road before. I remember the sheer frustration I had last time I tried to tackle this.

    All I can do at this point is say "good luck." Hopefully someone smarter than me can help you out. This sort of thing is just out of my league.

  • 1) I'm trying to come up with a good way to organize files and events so I don't run into problems later. If you could give me some general hints it would be cool, but my more specific question right now is, Can I include files in construct? I mean can I say make separate file that has all Combat and AI events, and then include it in another master cap file? Or is like one cap file per one game?

    It is one .cap file per game. If you find yourself using the same basic template over and over again, you can make an actual template. But as of right now, there is no capability to import event sheets and such from other .caps.

    2) How does loading new level\layout work? and will some info be lost when new layout is loaded?

    to be specific : a) Can I make new levels load seamlessly like in Braid ?

    b) Can I teleport player back and forth between two layout? and do so without loosing data like players health?

    a) Yes

    b) Yes

    You can store information like Health and such as a global variable that is accessible from all layouts.

  • There are 176 million free file hosting services on the internet. I know, I counted them all.

    Here's a short list:

    http://www.box.net/ My favorite long-term host. Sign up for an account.

    http://www.willhostforfood.com/ Kinda good, no account needed.

    http://www.mediafire.com/ Kinda... not as good.

    https://www.getdropbox.com/home <- My favorite short-term host. You can just drag files into your dropbox folder on your desktop and they automatically upload and sync with your online storage. Then you just right-click your file to get a link to post. Very useful.

    Or you can upload your .cap to a thread in the Uploads forum:

    Now, no more excuses! If you want help, you need to help us help you.