deadeye's Forum Posts

  • Not bad so far. The concept as a whole seems to work... well, not great, but okay.

    You probably already know what problems it has but I'll go over the few I noticed... it seems that the spawning area when flying vertically isn't wide enough to fill the screen. Also, stars spawn more densely when you're flying slower.

    It also appears that you'll need to spawn stars perpendicular to the ship on either side, because when you change direction quickly there's a blank patch of empty space there. Perhaps my idea for spawning stars was flawed to begin with... it might just be better to do it something like this:

    <img src="http://i43.tinypic.com/amtvtg.png">

    You could just set up those zones as static areas around the play area. It'd probably work better than trying to tweak my old idea into working properly.

  • To store levels made with his level editor so nobody messes with them.

    (I had to ask too .) Anyway, Rich says it's doable so...

  • If you're having trouble then it's a good idea to ask for help in the Help section. Be as descriptive as you can, and if possible post your .cap.

  • Post some screenshots, sprite art, demo engine... anything at all really, to show that you've put some work into this. A story on it's own will never convince anyone to work with you. Everyone has stories, everyone has game ideas.

    Nobody will help you unless you're willing to prove that you will put in the work.

  • Eh, that would just mean drawing more tiles . I'll leave it. It suits the purpose of the tutorial just fine.

  • You could always store values in text boxes

  • I drew some slope tiles for Drasa's slopes. They don't really fit in too well but I figured I might as well do something while waiting for the next build

    <img src="http://i39.tinypic.com/30tktxt.png">

  • Well, when Python comes back online there's nothing saying you can't script your game with that. Yes, you'd still have to use the event editor to insert your code snippets, but as far as I know there's nothing hindering the length of those snippets so, theoretically, you could create your entire game using just one big Python script.

    Unless I'm missing something fundamental here... I admit I don't have much experience with using Python in Construct. Or at all, really.

  • In my Platform School tutorial, starting with lesson two, there's a health bar of hearts up in the HUD. They're set up like Rich described for a reason... when it comes time for adding or reducing health all you have to do is + or - 32 pixels from the width of the health bar

    Or

    +Always
       -> healthBar: Set width to global('playerHealth')*32
    [/code:2ydtzvlw]
    
    But that's going in a future tutorial
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  • Go to this page (this is the Add New Artifact page):

    http://sourceforge.net/tracker/?group_i ... id=1003219

    • Select a category
    • Type a summary
    • Type in a detailed description, incuding any error messages and how to recreate the bug
    • Upload a .cap if applicable
    • ???
    • Profit

    You don't have to make a sourceforge account, but if you do then the bugs you post will be attributed to you.

  • Well, I'd just like to say, though I'm really only just getting in to Construct, that I think the program is great so far for someone like me....

    Hey KniteBlargh

    Good to see you here. Soon we TIGSource members will take over

  • Woah, too much math for me I'm afraid. I'll put the first version in the tutorial if you don't mind... if I don't understand it then I can't write about it

    But you could always make a non-platform school "advanced slopes" tutorial with all that trig stuff

  • Chat has it's benefits:

    deadeye: okay

    deadeye: make two variables called lastX and lastY

    Barri167: ANd I could get vectors based on those.

    Barri167: And the new ones that is.

    deadeye: yes

    deadeye: that will give you the direction

    deadeye: then you just always set lastX to X and lastY to Y afterward to get ready for the next tick

    Barri167: Yeah but... even with the direction, I could add that to the player X and Y to get the point where I'd want to spawn the stars.

    Barri167: But how would I spawn them in that AREA.

    Barri167: As soon as you said get the direction I knew I'd use lastx and lasty to get the direction vector.

    Barri167: But I still can't think of how i'd spawn the stars in a general area and not just in a line.

    deadeye: well, once you have the angle you can pick a spawn point away from the player

    deadeye: then do system: spawn star at random(100)-50, random(100)-50

    deadeye: or something like that

    deadeye: er, sorry...

    deadeye: (spawnPointX+random((100)-50)), (spawnPointY+((random100)-50))

    deadeye: that will give you a relative x range of -50 to 50, same for y

    Barri167: What would be the point of doing the -50 afterwards? wouldn't it be the same to do random(50)?

    Barri167: Ohhh

    deadeye: nope

    Barri167: I see now.

    Barri167: Thanks!

    deadeye: yep

    deadeye: no problem

  • Hehe, just banned my first WoW Gold spammer. Say goodbye to cdef111

    I feel so... alive...

  • Drasa presents: Platform School 4.5 - Slope hijack!

    http://drasa.nipponfever.net/muu/Platform%20School%204.5%20-%20Slope%20hijack.cap

    There's still one known problem - the animation angles. How much would I appreciate if the rotation angles could be set separately from the animation angles. Because of the lack of this feature, I can't set Charlie to face the right way in slopes, cause setting the rotational angle sets the animation angle too. Ashley/Rich/Dave, would you mind implementing them separately?

    You can set him facing the right way... you just have to mess with the angles a little bit

    I fixed it. Here:

    http://willhostforfood.com/files3/90779 ... hijack.cap

    Anyway, I'll mess around with is a bit more and if I don't come across anything buggy with it (and I haven't so far apart from the wacky angles thing) then I'll include it in a future tutorial. I'll give you credit, of course