deadeye's Forum Posts

  • Here's what you do:

    Keep your plain green platforms. I make mine out of square BG Tiles so I can easily see the grid when I stretch them.

    Then you make your decorative tiles separately, without any collision:

    <img src="http://xs433.xs.to/xs433/08470/platforms510.png">

    Put all your decorative tiles on a layer above the actual platforms. Easy.

  • Adding a "is out of layout" death will combine too.

    There already is one.

  • I guess, but a simpler way would be to make a few "angle" targets and when the bullet hits one have it change it's angle towards the next object in line.

  • I think he means "automatic scrolling" like those forced scrolling levels that move on their own.

    Which you could make pretty easily by putting "Center view on me" on a bullet object.

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  • 15! Yay, youngest so far XD

    I think Quazi's 14, if I'm not mistaken. Christ, I could be his dad. Or yours.

    TAKE OUT THE TRASH, DAMMIT!

  • Thirty-four

    I am starting to get gray hair, there's a patch the size of a dime behind my left ear

  • Spread Value is an MMF function. Construct doesn't use or need it because the instance picking in Construct is much more in depth.

    Anyway BROO is right, you need to use Containers if you have multiple enemies that are each made of different parts. When you have three things in a container, picking one of those things will automatically pick the other two things in that container along with it.

    Well, you don't actually need to use containers, but it makes things a lot easier

  • Just be patient and hopeful. Start with what you are comfortable with and slowly experiment with new features. It doesn't even have to be a game, it could be an demostration for yourself.

    Yeah, I recommend this to. In the year that I've been using Construct I've amassed a huge folder full of little example .caps that I've made that are just simple experiments, mockups, tests, whatever. Just make a quick experiment whenever you get an idea. You might not even ever have a need to use it, but it's good practice.

    I came over from MMF too, which I had been using about a year. MMF games can get bloated and sluggish pretty quickly, so when you're making larger games that you still want to run well you learn pretty quickly to streamline your code and simplify your events. So I guess one piece of advice I'd give is to always try to shrink your code if at all possible. Look for ways to squeeze two events into one, or if you have a bunch of similar events that do the same thing, try to find a way to get them to work in conjunction.

    And above all, organize, organize, organize. Use groups and external event sheets to your advantage. And comment everything. You will thank yourself later. Even if nobody but you will ever see your events, make comments. I've made the mistake of making huge event sheets with no comments and, at the time, I had everything well organized in my head... but then I put the project away for a while. When I came back to it after a couple of weeks, I was totally lost.

    Organization will also help when it comes to my previous piece of advice... when you get into the habit of organizing it naturally follows that your events will become more optimized. You not only see where things go, but how they fit. It's kind of like retraining your brain in a way. If you practice at being more logical, methodical, and deliberate in your coding it can only benefit you.

    Of course, this doesn't apply just to Construct, but to all things. If you want to get better at Construct specifically, I'd suggest hanging out in Help and trying to answer as many questions as you can. That's what I did to teach myself. Half of the questions asked there I don't know the answers to before hand. I treat them like puzzles that need to be solved. I fire up Construct and run some tests and try to figure out what's going on. It's helped me a bunch.

  • If it's pixels you want, here's a good list of pixel art stuff:

    http://www.wayofthepixel.net/pixelation ... pic=3467.0

    It has tools, tutorials, examples, reference, etc. Good list.

  • Oh, that explains a lot

    (jk )

  • Sweet Home pretty much is Alabama. Just with more rain.

    Living in the city I often forget that the rest of Oregon is pretty backwards and retarded.

  • Maybe it is after all then. I'll defer to your expert analysis

  • I don't think it's a bug, and I'm pretty sure I've figured out what's happening.

    Likewise, it's not the speed, I slowed it down to 200px and it will still do it. It just does it faster when it's fast.

    Here's what's happening:

    On Collision only registers once when objects overlap. If they continue to overlap, they will register nothing for On Collision after the first tick of overlap.

    Your sprites are all Per Pixel collision. On Collision only triggers when the very front corner of Mega Man's shoulder touches the black portion of your barrier. Then the angle flips.

    Sometimes the Mega Man sprite can be in a position where it will trigger an On Collision with a barrier and flip... but flipping triggers On Collision with the back corner of Mega Man on the barrier behind him, so he flips again.

    Since he's triggered On Collision in the previous tick with the first barrier, it will no longer trigger because Mega Man has moved into the barrier by then.

    So in other words, it's a flaw with your design... not with Construct. You need to make a more refined design that will do what you expect it to.

  • I wasn't going to say anything but SuperV is right. Except for the snake, I can't even tell what those graphics are supposed to be

    Also, I don't recommend you get into a "very big project" without at least making some small ones first. But that's just my advice, do what you want I guess.

  • Awesome, thanks guys