deadeye's Forum Posts

  • > Why would they?

    >

    Nintendo could say: the wii-mote and its technology (as a whole) is ours and ours only to use!

    If you stole Nintendo's code that runs the Wiimote and tried to pass it off as your own, then yes you could get into trouble. Otherwise, if you own a Wiimote you can use it how you see fit.

    I mean, there are XBOX 360 controller drivers for Linux... . They have no legal recourse to tell you how to use your stuff, they're only concerned with piracy of their intellectual property.

  • It was supposed to be temporary. I'd like it changed back now, please, Rich, Ash, or Dave...

  • Why would they?

  • Tiled Layouts - It would be nice if construct had a tool to make a layout in tiles (make character movement in tiles, sprites in tiles, etc), but I though about it and it would be a great mess if you make a tool like that, so, the perfect thing would be, make this:

    In File > New > New Direct-x Game > Pixel Based Game

    > Tiled Based Game

    This would make it easy for everyone.

    This tipe of game is very handy and very used, it is used in games like "Final Fantasy I, II, III...VI ", "BomberMan", "PackMan", and others. If you dind't understand something, please ask

    Correct me if I'm wrong, but it seems to me that what you're asking for is to have a specialized IDE, when you can make your own in what amounts to a few clicks and thirty seconds of setup time.

    Why not use Grid movement? And turn on the grid in the layout? If you make all of your graphics at, say, 32x32 then set the Grid movement and the layout grid to 32x32.

    So, to answer your question, you can already do exactly this, and with a minimum of effort. I don't see why there needs to be a special "Tiled Layout" option.

  • It runs a lot better now. It's still choppy as hell, and not really playable, but at least can see the movement. The huge images and huge window are adding a lot to the fps loss on my machine. I don't know if you have any other shader effects on (I can't see anything that you would need them for) but that would contribute as well.

    But hey, if you're making this for the high-res, high-end graphics card crowd then go for it.

  • Argh, motion blur

    I get like 5fps as well. Bleah. At least the screenshots look pretty.

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  • No I will not quit wearing my buttt hat

  • Hmm, I can't sign up. It says "Debe seleccionar un valor del campo Listas." But I have everything filled in...

    Edit:

    Oh, never mind, I didn't see this:

    [quote:13cwiuxi]Selecciona tus Intereses recibir�s las mejores promos de la mano de Canalmail y participas en todos estos sorteos. PARA COMPLETAR EL REGISTRO ES OBLIGATORIO MARCAR AL MENOS UNA CASILLA.

    No, thank you. I don't want to sign up for spam mail.

  • I think a timer would be handy

  • Draw a cursor sprite, give it Mouse behavior, and hide the regular cursor at the start of the layout.

  • Must have been... it works now

    Awesome little game. I quite liked running over the hills for some strange reason

  • Moved thread from Tutorials to Open Topic

  • Put the words "Don't Panic" right at the top...

  • 5. Scrubbing with the arrow keys (when the filmstrip is selected).

    6. A "Play" button that would cycle through the animation, along with a field for entering the animation speed within the editor itself (could populate from/update the animation speed in the animation properties).

  • Getting enemies to spawn in waves could be done with the Timeline object. You could define when they appear, where they spawn, different patterns, etc. There are a few examples floating around the forum that show how it's used (mainly for dialogue, but it can be used for other things as well).

    As for the movement of the enemies, no there's no path movement yet (though I have heard rumors), but with clever mix of math and behaviors you should be able to make some fairly dynamic enemies pretty easily.