deadeye's Forum Posts

  • Hey I was right

    Except I didn't know about the anti-magnify part. That's actually kind of cool.

    Effects are one area of Construct I really haven't explored yet, I really should take a look at all those.

  • Lens would be a good effect to use as well.

    I made an interesting blastwave once using heightmap also.

    I tried Lens with my method and the entire area of the sprite becomes a lens instead of just the white parts.

    Maybe lens is meant to be used with grayscale/no transparency instead of just alpha channel? I don't know, I can't test it right now.

  • I found Construct because it was on a CD in PC Plus magazine, had a little note saying "Free DVD Game Making, 7 of the best full products for inspired game creation" on the cover. Its funny that it said "full products" because it had Construct in the "collection" (version 0.80).

    What? That's really weird.

    Did anyone know they were actually doing this or did they just decide "eh, it's free we can do whatev?"

  • Don't you do like press that squiggle button on the keyboard and then click for right-click on a Mac? I seem to remember something like that.

    Anyway, yeah... I had to use a Mac recently in my typography class and I was confused as hell. The last time I really used a Mac and knew what I was doing it had a black and white screen and ran HyperCard (but that was before Windows 95 and all the PC's at school were still running DOS).

    (And damn, I miss HyperCard )

  • Use a program like Photoshop or Paint.net or GIMP. Something that you can export .pngs with transparency.

    Make a white O (not a solid circle, but like the letter O with a hole in the middle) on a transparent background and blur it a bunch.

    Export the blurry O as a .png with transparency.

    Then import it into a sprite in Construct. Add the Magnify effect.

    When you create your explosion, make a scaled-down O sprite at the center, then scale it up over time so it expands. The magnify effect will make a warpy circle at your explosion site. Fade it out as it gets bigger as well. That should do the trick.

  • Some of them look all right, but there just doesn't seem to be much uniformity between them. Some are drawn in completely different styles than others. The ones I think work pretty well are

    =D

    :sly:

    i:|

    o.o *****

    The rest I really don't care for. The eyes are too small and too perfectly round, and all of them look surprised.

    The <3 doesn't look so much lovey to me as it does stalkery, your rolleyes looks more like it's daydreaming, and your angry face looks kinda like a tomato from Attack of the Killer Tomatoes.

    The one I absolutely hate is :4ch:, which by the way that face was made at SomethingAwful, not 4chan (and I wish the person who first made it would die in a fire).

    Not to mention using .png means no animation. There is an animated .png format but not all browsers support it.

    I think we should just take the current set of emotes and alter them to add new emotes. There's nothing wrong with the current ones (except for ).

    I hope you don't take offense to my criticism, I'm just keepin' it real bro. Like I said, I usually love your stuff.

  • [quote:1hk6863h]give us permission to promote Construct on other sites

    You already can if you want! Who said I put limits on what anyone says about Construct??

    Yep, I've already done this, and the response from people has generally been "It looks interesting but I'll wait for 1.0." It has managed to pull in a few members though.

    Dunno why Hideous hasn't posted here in a while, but I do know that he used Construct at a recent Swedish indie developer's event called "No More Sweden," at which Nifflas and Cactus were also present.

    Really though, there needs to be some finished, polished, and most importantly fun games made with Construct to show off that it's a viable dev tool. That's going to do more good than any tech demo. And if I had an ounce more motivation I'd actually be able to stick to a project long enough to make something

    Edit:

    "OMG I can finaly make dat Mario/Metroid/Zelda/Megaman game I aways wanted! WOOT!!!"

    I'm more worried about the "OMG I have an idea for the BEST RPG/MMO ever!" kids.

  • It works on my machine.

    Key space is down

    Trigger once

    Sprite: Rotate 10 degrees clockwise

    Put another event right after it that says

    Key space is down

    Trigger once

    Sprite: Rotate 10 degrees counter-clockwise

    It won't work. Trigger once is specific to the event it's in, not what type of event is occurring. So if you have two "Space is down, trigger once" events in a row, it will trigger them both... once.

  • I always just do it like this:

    +On key is pressed
    +Value "press" is equal to 0
    +Other condition
      -Do stuff
      -Set value "press" to 1
    
    Repeat for as many switch states as you need.
    After your switch events, add this:
    
    +Always
      -Set value "press" to 0
    [/code:3e39xori]
    
    That way it runs top to bottom, only triggers the switch if a previous switch hasn't been triggered, and resets itself after checking all the switch conditions.
  • Welp, I guess you're right... the Copy From Sprite action works on the Canvas object. I guess I just didn't bother trying before because the Canvas isn't a sprite.

  • Very slick looking sprites, man. I love the whole color scheme too, it's **** as hell. Your combo attack seems pretty solid, too.

    The one thing I don't like is the control scheme. It seems kinda clumsy to me. I suppose in a future with customizable controls though, this won't matter.

    As for technical things, I've got three crits... one you can fix, and two that aren't your fault.

    First off, I get the No Disk error bug when I open the game. Does anyone know what's causing that yet? Anyway, not your fault.

    Second, the background tile for the mountain tops separates from it's base:

    <img src="http://i37.tinypic.com/5ajmtl.png">

    Again, not your fault.

    Third, the character suffers from "Leftitis." When holding both A and D, he runs to the left instead of standing still. Not a huge problem, but it does look weird, and could cause problems for the player in tight situations. This can be fixed with events, by adding an inverted "Control is down" in the opposite direction for that event:

    +Control "Move left" is down
    +NOT Control "Move right" is down
      -Do stuff
    [/code:381c7cpq]
    
    Anyway, it looks really sweet.  Awesome job, keep up the good work
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  • I played with the creature creator when it came out. I wasn't impressed. No matter what creature I built, the canned animations and reactions built into Spore made them all kinda look like the same creature anyway. That was enough to turn me off of Spore on it's own. That and the dancing... ugh.

    Also, from everything I've read, Spore is about as shallow as a tidepool in terms of gameplay/replayability. I've gone through several threads following people's reactions from everything on the game itself to the SecuRom DRM, and the overwhelming response is that it's actually kinda crappy. Like, seriously about a 90% negative response.

    True, it might just mean that the people that like Spore are too busy playing it to bother posting about it, but the game forums I visit are populated with decent people who are are generally more likely to give praise to games they love rather than bash games they hate, so their opinions hold a little more weight with me than the rest of the internet.

    The only real test of whether or not it's good enough is if you try it yourself though. No matter what I or anyone else says, you're pretty much the only judge that matters. But I will say this: Get a PS2 card anyway. It's worth it for Construct alone.

  • I agree we need more smileys, but I don't really like your smileys. They're drawn well, I just don't dig on the design.

    Sorry, man... you know I usually love your stuff though

  • Yeah, I'd start at the basics, a more complete tutorial will be better for people to follow from start to finish, as opposed to using different ones.

    Aw man, that's gonna be a lot more work . I guess I could make thirteen lessons. And I could add a function to my signs to make screenshots of the IDE pop up along with the text, I suppose.

    Looks really good from what you have planned, though a small note on platforms: in a shortly upcoming build there'll be a 'Platform' attribute to allow the player to jump through.

    This, on the other hand, is making me giddy . That's awesome news.

  • Really great idea for making tutorials, I might have to follow suit .

    Thanks, and by all means feel free

    I'd cover simple things like inserting objects, setting up a behavior

    Do you really think I should start with these? I wanted to go basic, but that's pretty basic. I was kinda going for "So you've already done the Ghost Shooter tutorial and you don't know what to do next" sort of thing, like assuming that people had a basic knowledge of navigating the IDE and whatnot.

    I suppose I could go that basic, if you guys think it's really necessary.

    Anyway, I was kinda thinking of this as a lesson plan:

    Lesson 1: Game structure. This would include how the objects and events are set up.

    Lesson 2: Controls and animation. Mainly focusing on animation, but also how keyboard and environmental input is used to select what animation to play.

    Lesson 3: Scrolling and parallax. Also, non-scrolling elements such as a HUD, score, the sign text, etc.

    Lesson 4: Intro to detectors. How to get info from the environment to control tasks like manually adjusting the player's speed (moving platforms, springboards) and stopping the running animation when the player hits a wall.

    Lesson 5: Customizing controls. Info on adding functionality to the default control scheme. Namely fast-running and double-jumping.

    Lesson 6: More customizing controls. How to make a ladder, how to swim.

    Lesson 7: Basic enemy AI. Make an enemy that patrols back and forth.

    Lesson 8: Intermediate enemy AI. Make an enemy that chases the player around the level.

    Lesson 9: Combat 1: Killing enemies.

    Lesson 10: Combat 2: Player damage and death.

    Lesson 11: Polishing #1: Making a game over screen, adding sound.

    Lesson 12: Polishing #2: Making a menu screen.

    If there's anything else you guys can think of that you'd like to see in there let me know.

    And there's one thing that I really want to incorporate into a lesson, but I still haven't found a good way to do it, and that's how to make a jump-through platform. The best method I've found is to make it non-solid when the player is below, and solid when the player is above. This can obviously cause problems when you add enemies to the mix because they can intersect the platform while its solidity is changing.