deadeye's Forum Posts

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  • Cute little game, but the endgame (after getting the last upgrade) was a little confusing. At first I didn't know if it had just glitched, or if there was no ending screen, or what. It wasn't clear that I needed to fly around and find other targets to land on.

    Also, at fullscreen the borders are messed up so I'm switching screens before I actually get to the edge, and I can see the "next room" from the room I'm currently in. My monitor (as well as a good many others) doesn't support 320x240 fullscreen resolution, so it scales up to 640x480 which ruins the borders. You could zoom the display to compensate for that, or give the option to.

    Overall, nice work though. Especially for a 6-hour project. I'd be very interested in seeing what you can come up with on a longer production time.

  • Or maybe for 1.x

    There will be Construct releases between 1 and 2 you know . And there are a lot of unfinished features and objects. They're not likely to stay unfinished forever...

  • You posted in the wrong place. I moved it to Help/Tech for you

    There is currently no path object, but you can create your own paths by making "waypoint" objects, and having the object you want to move around just move from waypoint to waypoint. There are a few examples of this on the forum if you want to search around.

    If you want an object that is flat on top and spiky on the bottom, the easiest way to do it would be to make two objects. A platform and a spike. Or you could make your Platform/Spike hybrid tile and use that as decoration, while using invisible solid and hurty objects that are placed over the decoration in the appropriate place.

    And "Max Fall" should limit the speed at which your character falls. It appears it's broke in 98.9 but in 99.2 it's fixed. So, congrats on finding your first bug and thanks to David for fixing it already

    [quote:1badnt0f]There is not path object but it is explained in the tut i mentioned above.

    What? I don't do path stuff in my tutorial . Unless you count "back and forth" as a path.

  • Well... it's coming along nicely, (my color sliders work great, and I can switch between fire-gradient and plain-colored particles) but now that I've actually gone through the list of what can and can't be changed at runtime, I'm not so sure it'd be worth it to finish a particle generator tool. There are just so many options that are missing from the actions, and a few of them are rather big, useful options:

    Display Angle

    Size Randomizer

    Display Angle Randomizer

    Grow Randomizer

    Display Angle Turn Randomizer

    Gravity Angle

    Grow

    Display Angle Turn Speed

    Speed Randomizer

    Opacity Randomizer

    Destroy Mode

    Fade Colors

    Fade Color Time

    That's a lot of stuff that can't be changed. I guess this is a sort of feature request for actions on these settings. That might be a lot to ask for, though, just to satisfy my urge to make a particle thinger.

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  • They are. Most of them are from SomethingAwful members (there have been one or two threads there with people posting their Yahoo Answers questions), but there's probably a good amount of /b/ in there too.

    Though it's quite likely some of them are real.

  • Also the layer or screen wont zoom out bellow 100, you can zoom in like 200, but it wont zoom out.

    Maybe to do with the new 3d layering?

    Turn on Unbounded Scrolling in the layout properties. The screen can't zoom out past the border otherwise.

  • They can in the next build .

    Awesome. I suppose I'll wait to release until after the next build

    Is the background color togglable? Wouldn't see much of black particles on black background

    Yes, the background (and the grid, separately) will have RGBA sliders as well, so you can test your particles on different kinds of backgrounds. And it'll be an open-source .cap anyway so you could always just load an image in there if you want.

    It's not going to have every feature available for particle settings, obviously, because there are a bunch of things you can't change at runtime. For instance, the texture. There will only be a handful of common textures to choose from (gradient ball, flame, sparkle, star, maybe a few others). You also won't be able to test any other effects like Overlay or whatever unless you change the .cap itself. But it's mainly for changing the rate, size, cone and such anyway.

  • So I just finished up the opacity slider (it only takes three events ) and I just discovered something... particles can't change opacity! Weird that I never noticed that before.

    So, uh... yeah.

    I just made it control the layer opacity instead.

  • I hope you don't mind that I banned your gimmick account Davio. Or Quazi. Whichever.

  • It's saving old .caps for me. You should post a bug report with that .cap or something.

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  • Started this a little while ago:

    <img src="http://i42.tinypic.com/2lkfcau.png">

    In the same vein as Platform Tool, it's something where you can mess with settings at runtime to see changes right away.

  • Are you adding it to a hidden layer?