deadeye's Forum Posts

  • > Should I create a Construct Application for this?

    > n easier way is to just use construct's nice layout editor as a level editor, and export the built levels using events. depending on the way you choose to export your levels, you could then load them from files or copy the levels to clipboard & paste them into an appropriate object in your game.

    Yep. This is exactly what I'm doing with Vert. I make a level in the Layout, then run the game, hit a button, and it exports the level as an INI file. Then I copy the contents of the file and stick it in a text object in the game. The level loading sequence can use the text object to, well, load the level.

    Once you get the level building/loading sequence done it's pretty easy to build levels. It takes a lot more prep work than just making a bunch of layouts for individual levels, but for a larger project it'll save you a lot of hassle in the long run.

  • It just uses 3D renders for the sprites. And yes, it is looking really good, Aeal, keep it up

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  • I took a look at the source, the wall of doom covers the whole level. You're pretty much boned

  • Hitbox editing is planned for the future, so you won't have to use a separate hitbox for your platform sprite. You'll be able to use tagged animations okay then.

  • Uh oh, there goes the neighborhood

    jk, welcome to the forum

  • http://dl.getdropbox.com/u/529356/Gambit.cap

    I've bookmarked the changes.

    When you set the animation for attacking, it's only set one time. When the event sheet loops to the top again on the next tick, you're setting the animation right back to "Standing" or "Walking" or whatever, so you don't see the full animation. You have to be careful with the order of your events, and you have to make sure you're not cancelling out your events with other events.

    I added a "NOT Animation 'Attack' is playing" condition, and put your standing, walking, etc. events under it as a sub-event.

    The "Set frame to 1" is to insure that your attack always starts on the proper frame. If you're walking, and you press Attack on frame 4 of the walk cycle, then you will be in frame 4 of the Attack cycle when you switch over. Setting to 1 fixes that.

    Also, there is no need to use "On animation finished." Since the animation is not set to Loop, it finishes on it's own... so the "NOT Animation 'Attack' is playing" condition is met as soon as it's done.

    Hope this helps.

    Edit:

    You also had a blank frame on angle 180 of your falling animation, so Gambit was disappearing when he fell. I took it out for you

  • Wow, nice job

    This game is actually quite atmospheric and even kind of creepy, all with just some simple cubes and good use of sound. Awesome.

    Oh, and welcome to the forum

  • Yeah, that was a pretty good episode. The last one about the pinewood derby car, not so much :/

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  • I decided I'd vote for doom, because I like the core concept and I think he deserves some recognition for originality

    But yes, Davio's was pretty damn good and made me laugh out loud when I first played it

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  • Man, I'm torn... Davioware's is slick as hell but dkdoom's is pretty original... I don't know who to vote for

  • SPACE ROUNDUP:

    http://dl.getdropbox.com/u/529356/Semi% ... oundup.cap

    Move near a space cow and press space to guide the cow towards the black hole in the center of the corral. Get as many cows as you can before time is up.

  • Theme posted, check the thread... Now is your last chance! Ten minutes until the competition begins!