deadeye's Forum Posts

  • That's really cool

    Any new effects are good in my book. Good job, man.

  • Congratulations!

    I gotta say, though... it might be just me but it seems that guy... talks... way... too... slow.

  • I have released 2 complete and finished games with Construct - who else can say the same?

    (a few of you I bet)

    Well, I've made several unfinished ones, so we're even

  • System: For Each Object

    But just in case you don't need to, might I suggest you post a description of the type of movement you want for your meteors? You might not need to do a loop at all. Depending on what you want them to do there could be an alternate method.

  • http://www.flickr.com/photos/doctoroctoroc/2872025845/

    Wow, I never realized before but there totally needs to be an A-Team game

  • Your English is just fine

    As for spawning bullets in a particular direction, I suggest you take a look at the Ghost Shooter tutorial, since it covers that very topic.

    But, in short, if you spawn something from an object, it will inherit the original object's direction. If you use the System:Create Object action, then the object created will be set to it's default angle:

    http://willhostforfood.com/?Action=down ... leid=57511

    Left click to spawn, right click to create.

    Also, moving topic to Help/Tech.

  • SKience

    SKenario

    SKintillating

    SKythe

    SKissors

    SKion

    SKiatic

    SKented

    SKimitar

    SKirra? Nah, that just sounds funny.

  • lol

  • I expanded on it a little

    <img src="http://i41.tinypic.com/2qvbn6b.png">

  • Here you go:

    http://willhostforfood.com/?Action=down ... leid=57458

    I changed the animation names just because I didn't want to have to type all that out every time I changed something, but you can change them back so they still use the "& global()" stuff, it works just fine.

    It's a little more complex than Euphro's example (uses a private variable), but it's also a little smoother, I think, as you can interrupt walking with ducking, and the ducking animation plays all the way through even if you let go the key. Sorry, Euphro, I didn't look at yours until I finished mine . It's a pretty similar method, though (Set animation frame, Play current, etc.).

  • <img src="http://www.b3tards.com/u/2951c544e5d930f23b20/emot-siren.gif">

    UPDATE!!!

    <img src="http://www.b3tards.com/u/2951c544e5d930f23b20/emot-siren.gif">

    March 3rd, 2009

    There has been a major overhaul to ALL the lessons in the Platform School series. If you downloaded any of these lessons on or before March 3rd, please re-download them, as they all contain new information and updates.

    <img src="http://www.b3tards.com/u/2951c544e5d930f23b20/emot-siren.gif">

    UPDATE!!!

    <img src="http://www.b3tards.com/u/2951c544e5d930f23b20/emot-siren.gif">

    All the links in the first post have been updated, so grab the new versions there.

    Among the changes:

    • All lessons now use Point sampling, and the descriptions for Point and Linear sampling have been updated. The scrolling events have been changed as well.
    • The Animation section and events have been reworked to be more efficient and concise, and a lot of old, outdated information on the topic has been updated. descriptive, and comments and events are now more clean and neat.
    • Several minor changes to things like moving platforms and Doomba activation, and events and comments in general are more tidy.

    Sorry for any inconvenience, but keep in mind that this will likely happen again

  • I've always wondered what it would be like to play a game with two mouses... er, mice. Seems you could have some pretty neat control schemes that way.

    Completely off-topic, sorry.

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  • If you want it in your game, it has to exist somewhere. The layout is pretty much the only place it can exist... so what do you suggest?

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