deadeye's Forum Posts

  • Something like this?

    http://dl.getdropbox.com/u/529356/ledgegrab.cap

    Fall against the ledge corner while pushing towards the wall to grab it. Press Jjump to hop up onto the wall. Press Down while you're clinging to the ledge to drop straight down.

    If you need comments on it I can do that, but it's pretty simple so you should be able to figure it out. Also, it's just a very basic example. It will need some polishing up, and obviously you'd have to do the appropriate sprites for it.

  • It won't affect performance at all. You can spawn/destroy hundreds of objects in a single tick with no performance issues.

    Since you have to have an object in order to spawn an object, that object has to exist somewhere. Sticking it outside the level is just a way of getting out of your work space. You can stick it on a different layer and hide/lock the layer if you want.

    Or you can put that first monster in your game level where you want it to appear, and just don't destroy it. Then use spawning objects, or an array, or an .ini, or whatever to create the rest of your monsters. It's entirely up to you, that tutorial just shows one way to do it.

    Or if you really want to you can just copy/paste your monsters all over the place in the layout wherever you want them. If they have more than one piece, though, it's easier to use spawn points, so you're not copy/pasting several objects and placing them all just right.

  • Nope.

    But you can fake it by making your own physics particle spray. Just spawn lots of small physics objects. Just be aware that lots of physics collisions at once are CPU intensive.

  • Hmm, not sure. I didn't think about that

  • Something Awful forums, of all places.

    This thread? http://forums.somethingawful.com/showth ... id=3096413

    I posted a thread about Construct on SA over a year ago but the consensus was pretty much "I'll wait until it's done."

    Oh and yeah, that is me that guy's referring to, and yeah I'm a goon . I hardly ever post at SA any more though.

  • Set your mode to VSync, then set "Minimum FPS" to 60 and keep the "Override TimeDelta" box checked and the problem goes away. It has the same effect you're looking for (game slows down for pixel precision) but the speed-up at the end of the lag goes away.

    Plus, I think VSync is supposed to be the right way to do games or something because of tearing and stuff, but I'm not entirely sure that's a problem if you're manually overriding timedelta. Anyway, it doesn't look like it works with fixed, so there's a way to fix your fixed and make it act fixed even though fixed isn't fixed yet.

  • I'm sorry Davio, I would answer if I knew the answer

  • Interesting

    I'm a big pinball fan, so I was excited to see this. I had to make a bunch of changes to get the .cap to run, though... changing the screen size, changing the layout scrolling, zooming the display out, turning off motion blur, relinking the sounds... heh

    Not bad for the first real pinball experiment in Construct. The graphics are really slick. It does have some problems, though... the flippers often don't knock the ball in the correct direction, and the left gutter kickout launches your locked balls right back into the ball-lock area about 50% of the time. The collision with the plunger and the ball is kind of wonky too... you get the collision sound playing over and over again.

    But overall it was pretty enjoyable, I played it for quite a while. I've been meaning to work on my own pinball(ish) game for a while now, maybe this will be the inspiration I need . (I've been kicking around an idea for a while now that's pretty much a mix of pinball, pool, and mini-golf.)

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  • Quazi's blobber guy had a smooth chain of sprites for the hose on his nacho-cheese gun.

    At least, the original did. If I remember correctly the newest version uses distortions. Anyway, if your segments are short enough the chain won't look too blocky.

  • Nah, you don't need Python for that. I built a map maker for my game based on David's example:

    He uses text that is copied to the clipboard, but you can alter his source to save the text as a text file. Which I also did.

  • deadeye

    It would work theoretically, but depending on game window size having a full screen canvas is never the best idea.

    True, but the game shown in the video looks to be about SNES resolution, which isn't too big. Plus, you only need the canvas when you have the whip active, yeah? You can spawn/destroy it as needed.

    But if you can get a smooth looking chain of sprites then that's probably the most efficient way to go.

  • Yes, you can build a level editor and use that to create maps to load. As far as loading new graphics, that would be a bit trickier, but it's also doable. You can load animation frames to sprites from files at runtime. You could even script things like cutscenes or enemy AI and such with your own custom scripting system, saved as text files.

    It would take a lot of prep-work and organization to create entirely new game content without changing the .exe, but it could be done.

  • What about pasting it to a canvas and using the canvas for collision? Haven't tried it, just theorizing.

  • I'm holding off until the next Construct release because I'm going to have to change a bunch of stuff anyway. No sense in spending time working on the next installment only to have to rewrite it shortly afterward.

    Sorry about the wait

  • I wish I knew who that person was, so I could smack them (jk )

    But really, making such large graphics is generally a bad idea. If you can create the illusion of huge backgrounds by using instances of smaller sprites, then that's the way to go. Making gigantic sprites is wasteful and unnecessary (especially for something like a repeating level design like you have).

    And in case anyone's wondering, no it's not a Construct issue, it a graphics card issue. It's a designer-not-being-smart-about-video-memory-and-performance issue