deadeye's Forum Posts

  • Yeah, considering the fact that I don't have two nickles to rub together, I'd be pretty boned if Construct cost $200

    And that also leaves Unity out of the picture, no matter how cool it looks

  • More organizational options have been planned for future builds of Construct. It's a topic much discussed.

  • I am really glad that you posted lots of info and screen shots. I agree with GMG, most people don't do that.

    Thirded. I'd like to see more of this.

  • [quote:rdx54dcc]But I am curious as to know if there is a way to define data to be put into an array (Like, an option to put the info into the object's properties other than the size) or if the data has to be created when running the program (defined in an event sheet; sounds like the same but).

    There are numerous ways you could save data for an array. The Array object even has the ability to save and load the array as a file. Or you could store array data as the default value of an object's private variable. Or in a text object. Or in an INI file, which I recently did based off of David's example of a level editor, for use in my own game.

    As for the trouble with timers, if you have any specific questions about the Platform School tutorials feel free to post in that thread. If it's just about timers in general, or the Timer behavior, then this is the right place to post, but I'm afraid you'll have to be more specific with what you're trying to do.

  • There is a "Generic Movement" behavior in the works that does pretty exactly what you're describing. I don't know what it's called, but "generic movement" is pretty much what it does.

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  • but how can I achieve the same behaviour if a wall is created, for any reason, at runtime after the start of the layout?

    Check out the wiki entry for "Containers."

    Basically, but your wall sprite and your collision mask sprite in a Container to link them. That way when you create one, the other will be created automatically (you still have to set the x and y though).

    I cover some of what Containers can do in one of my Platform School tutorials... I don't mean to toot my own horn or anything but it might be beneficial to read them. You should go through the Ghost Shooter tutorial first, though.

  • I hate to break it to you 2D, but nobody will help you with this unless you show them a game that's at least partially complete. That's just how it works.

    Sure, you might find some people willing to try... but it's very rare. And those people will have just as much of a clue as you do about finishing the game, and in less than a month they'll all ditch on you because it's too hard. It happens every time... yes, every time.

    Anyone who is serious enough and good enough to actually help you finish the game will need to see proof that you've put some hard work into it. But even then if you're not offering money the chances can be pretty slim.

    Here's your best and most likely option: Plan to spend the next two years making just that one game by yourself. Work on nothing else. Concentrate on that project 100%. If you're serious about the game, and the game is worth the time, then this shouldn't be a problem.

  • It does? Huh. I tried a test before posting my reply and I couldn't get it to work. I made the event in Start of Layout.

  • There doesn't seem to be. The Image Manipulator can copy to and from sprites, but there doesn't appear to be any way to grab the canvas with it.

  • It's a known issue, transparency for the icon is currently not supported. According to the devs, more options and support for app icons is in the works.

  • Oh man I just found out that enemies can drop treasures... I guess I'd better get better at combat

  • Sweet game, man. Very slick

    And hard as hell... combat is definitely a last resort in this game. This really isn't a game where you want to hunt enemies. Avoidance is key, fight only in self-defence .

    I did manage to get out with all the treasure, but it took me like four games to figure out that I should be wary rather than brave

  • I've experienced many difficulties in the porting of a GM work to Construct; for example I've not been able to find an event similar to the "create" event in GameMaker (where the corresponding actions take place only at the creation of an object).

    "Spawn?"

    Or "System: Create?"

    When you spawn an object, any actions performed on that object in the same spawn event will only be applied to that object. For instance:

    +On mouse click
       ->Player.Sprite: Spawn object Bullet.Sprite
       ->Set Bullet.Sprite angle towards MouseX, MouseY
    [/code:iv2kt4su]
    
    This will only set the angle of the bullet that just spawned, not any other bullets that might already be on the screen.  It has to do with object picking.  Any objects that you define specifically by any particular conditions will be the only ones affected by the action in the event.  Spawning is a special case because it automatically picks the object for you, you don't need to define a condition.
    
    I think the difficulties you're experiencing just have to do with unfamiliarity with the program... once you get into it you will see that it's actually quite logically organized.
  • You can't use canvas for pixel-perfect collision with physics. It doesn't work that way. Physics doesn't do per-pixel.

    If you want custom collision masks for objects, use the Custom mask and edit the points on your physics objects.

    Either that or use a different method to move your objects other than physics.

    But whatever you do, it's not a good idea to use a gigantic canvas like that because it eats VRAM. The entire size of the canvas and all it's contents are stored as a texture in your video card's memory, and that's a huge texture. I suggest you make up your level out of smaller tiles, even if you have to draw 30 kinds of tiles to build the sort of shapes you want... it will run much better in the final game.

  • That's looking awesome, gammabeam . I love the style.

    I posted this over at CC but I guess I'll post it here, too

    <img src="http://i44.tinypic.com/21e3lt5.jpg">