deadeye's Forum Posts

  • There is no such site because Construct doesn't really have that large a user base yet.

    Check out samples and stuff in the Uploads section. And read Help threads. Then there's the Wiki. The search feature is also your friend... chances are if you're just starting out then someone has already asked the question that you want to ask.

    And if you can't find what you need... ask for help in the Help section . Someone will help you out.

  • Hey, don't thank me, thank David . He made the thing. I've never made a level editor in my life (though I plan to for a couple of future projects).

  • It's impressive how big the universe is, but as isyc said, the controls really leave something to be desired. The tiniest tap on a thruster sends you into a death spiral. To get anywhere you need the spacebar held down the entire time.

    It also takes FOREVER to turn around and go the other way. I'm thrusting at max and still drifting slowly backwards, backwards, backwards.... okay, finally moving forwards.... inching along... okay now I have some momentum. Maybe it's just because I had to play zoomed out really far to actually see any movement at all and I was just going way too fast.

    The speed also makes it hard to navigate in a cluster of stars. At least, I can't.

    One key for thrust, one key each for left/right turns, one key for reverse, and one for full-stop I think would be sufficient. I applaud you for trying to come up with a unique control scheme though.

  • See here:

    David made a non-linear level editor that will allow you to place objects wherever you want and whatever angle you want. It's a little cumbersome to create things with, and it only exports a string of numbers but those are things that can be changed. You can always translate that string of numbers into a map file. It should give you an idea at least how to go about making the editor.

  • Skinny Puppy's Logo. Best band of my world

    Skinny Puppy is awesome. One of the only bands I still listen to (on a regular basis) from my goth days. Definitely the best industrial band ever (though Front 242 and Einsturzende Neubauten come close).

  • The graphics look great.

    The gameplay though is pretty much Ghost Shooter with some walls. Also, there seems to be collision problems when enemies attack the player... are the enemies set to Solid by any chance? (I've only played the .exe version )

    Also, enemy spawning is a little strange. There's enemies spawning inside of walls and outside of the map. Might I make a suggestion? Have a few enemies strategically placed when the level starts, then have dedicated spawn points where enemies come out of if the player comes near, like portals or doors or factory machines or whatever. Kind of like the oldschool game Gauntlet. There were enemy "generators" around the levels that spit enemies out. And you could even destroy the generators so no more enemies could spawn at that point.

    Also, enemies spawn faster than I can kill them. If you wait just a few seconds without shooting anything then there gets to be so many enemies you can never really clear them all.

    One last thing that bugged me is that enemies can spawn right underneath you . Having dedicated spawn points would fix that too.

  • It looks like it's jumping fine to me. It jumps over the gap, climbs the wall, jumps over the other gap, jumps off the end of the ledge, hits the far wall and turns around, jumps off the end of the second ledge, hits the inside wall and turns around again...

    and then it breaks. It looks like when it turns around at that point it moves up a few pixels for some reason, so your jump detector isn't overlapping the ground any more, so it just floats over the gap on the left side of the screen. You might just need to rework your gravity events to make sure that your enemy is always on the ground properly.

  • One way you could do it (and the way I did it in my game) is you could make little jump triggers at the edges of platforms.

    I wanted my AI to jump a little more unexpectedly in places, so I made a small sprite and stuck them here and there in key spots. Whenever the enemy passes over it, they jump no matter what.

    This could be altered so that, say, if the player is on a platform above them and there's a gap in between the two platforms then when the enemy hits the jump trigger it knows to jump. But if the player is below the enemy, and the enemy is on a platform with a jump trigger at the end, it won't jump because it doesn't need to.

    Since my game was small, I could get away with using jump trigger sprites like that. In a larger game where it would be a pain in the **** to place them all, and just plain inefficient at that, then you could use a detector on each of your enemies that can tell when it's at the edge of a platform (because it's no longer overlapping the platform).

    As far as actual pathfinding, I have no idea. That's beyond my understanding. I've never sat down and tried to make a platform pathfinding system.

  • BTW do we have somewhere a list of all those function understand by construct. Like the Distance one?

    http://apps.sourceforge.net/mediawiki/c ... sions#Math

  • Eh, rhythm games. My girlfriend really wanted Guitar Hero, and when she finally got it I tried it out. She seemed to like it well enough, but I just couldn't get into it even though the music was good. Though I can see how Rock Band might be more fun if you had a bunch of drunk people playing.

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  • I don't know where you should put it. It's just a concept. You'll have to figure out how to implement it, because you know your code better than I do.

    And if it doesn't exactly fit with what you have coded then you'll have to figure out how to tweak it so it does.

  • Are you trying to make an 8-direction movement that also has jumping? Because this isn't the right way to go about it. You shouldn't be using platform behavior for this, it gives weird results when jumping while moving up or down.

    I'd talk to Arcticus about how to make things jump in orthographic perspective. He might be able to give you some ideas.

    As for what's colliding with what, I don't know what's broken because I don't know what you're trying to do here. Is the "tec" object always supposed to collide with the blue box? Or just when it's not jumping? Because when I'm jumping I can pass through it, but only sometimes. Otherwise, it's always solid.

  • Okay then. Here's how I did the timers in This Cursed Rock (I had a lot of cutscene events that were dependent on time).

    Create a variable called "timerCount" either as a global or in one of your objects. Next, create a variable called "timerStart." Set both to default at 0.

    Next, when you want your timer to start, set "timerStart" to 1. Then do this:

    +Value('timerStart') equal to 1
    +Every 1000 MS
       ->Add 1 to Value('timerCount')
    [/code:1wjhlad9]
    
    Then every second it will add 1 to timerCount.  Actually, the way "Every x MS" works is it will add 1 to timerCount immediately when it starts, rather than waiting 1 second, so at the end of 1 second your timerCount will be 2, at the end of 2 seconds your timerCount will be 3, and so on, so it'll always be one number ahead of the actual number of seconds passed.  If you need an exact count you can add an event that checks for another variable called "beginCounting" or something:
    
    [code:1wjhlad9]
    +Value('timerStart') equal to 1
    +Every 1000 MS
       +Value('beginCounting') less than 2
          ->Add 1 to Value('beginCounting')
       +Value('beginCounting') greater than 1
          ->Add 1 to Value('timerCount')
    [/code:1wjhlad9]
    
    This is just how I did my timers though, I'm sure there are other, better ways to do it.  And if this doesn't do what you need then I suggest you get a little more detailed with your question, it'll be easier to help you that way.
  • What are you timing?

  • I agree, it's always best to make your own art, or find an artist to collaborate with. But if you're making a fangame, then it's a little more forgivable.

    I'd also like to point out that the number of unfinished fangames outweighs the number of unfinished original games by several gazillion tons. I don't know why that is (well, I have a theory but I don't want to offend anyone). Hopefully that's not the case here, especially if this is for a class assignment.

    Even so, you might consider making a smaller project for your first game. A smaller, tightly made, feature complete game would definitely get you a better grade than a mish-mashed, overly ambitious, buggy, unfinished one.