deadeye's Forum Posts

  • Thank you!

    Fixed.

  • Change it from DX9 to DS9 and have Dr. Bashir take a look at it.

    Or post the .cap so we can.

  • Not bad. The zombies could use some ai, and the targets are a little small and fast to hit consistently, but it's okay for a first attempt.

    I agree with SuperV on the physics demo. It's good to mess around with and see what it does, but I'd like to see someone do something a little more polished with it (Hey Attan - if you're reading this then get back to work on The Amazing Abdulah!)

    The chicken shooter was my favorite, simply because of the different weapon types, and it seemed like you put more work into it. (I like the urine lazer )

    Overall I have high hopes for you though, simply because you've managed to put up three game demos with only two forum posts. That can only mean one thing... you grasp Construct pretty well and are a quick learner. I look forward to seeing what you put out in the future.

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  • Three questions:

    1. Why you break tables with huge image?

    2. Are you by any chance using Car Movement on the object?

    3. Could you post a .cap so we can take a look at it?

    4. Is that Spokker Jones' old duck avatar you've got?

    Okay, four questions.

  • <img src="http://xs124.xs.to/xs124/08050/emot-rock909.gif"> Paranoia will destroy ya <img src="http://xs124.xs.to/xs124/08050/emot-rock909.gif">

  • Yo, includes are the bomb-diggity. Here's a screenie of my main layout's event sheet:

    <img src="http://xs124.xs.to/xs124/08050/includes106.jpg">

    It has no events in it! It just has includes to other event sheets. Modularity is a beautiful thing.

    By the time I'm done with the main engine I estimate that each layout will probably only have between 1 and 10 unique events, just to control level-specific stuff. Everything else will be pre-made and simply dropped into place.

  • Hey work, maybe you could post your .cap so we could see what's going on with it? Unless it's top-secret of course

  • I love the 3D boxes in that platformer deadeye, is there some limitation with 3D box which is why you're giving them up?

    Yeah, a couple. Mainly because it's just easier using tiles (no z-sorting issues to deal with), but also because of the current lack of other primitives. With some spheres, cylinders and cones I might take the time to build more impressive environments, but I think I'll just wait and see if the mesh object ever pans out sometime down the line. Also, with 3D platforms and everything else 2D, it just looks kinda gimmicky.

    I think we should do something along the lines of "marketing" for 1.0 when it's ready, but I don't know what - I guess open source projects have to spread by word of mouth based on their own merits rather than any advertising.

    I think word of mouth is probably the best bet. It would help if Construct had a "killer app" by the time 1.0 was out so people could see what it's capable of. It's already generated some buzz in the klik world, but like 99% of the people interested in it all say they'll wait for 1.0. Other than that, it's just a matter of folks talking about it and showing off their Construct games.

    So, show them off, people! I want details. Vinny, what's are your RTS about? Drew, a survival game sounds badass. What's the theme?

  • Deadeye tells me I can use a second layer and set the scroll movement to zero, but the overlaid layer doesnt display anything on it when I run the app..

    the collision objects seem to be there, but they cant be seen, and bsides it seems like they are locked to the scrolling backround after a bind of blind testing..

    Hmm, don't know what to tell you about that one. Sounds like a bug, maybe? Here's a .cap showing that this method does work, though:

    http://www.mediafire.com/?aejdnznk0cx

    Setting different scroll rates on layers is how you do parallax scrolling, so setting the HUD layer to 0% scroll rate for x and y should do the trick (as it does in the example .cap).

  • i'm also wondering if we should get a small community project going to help promote the release of construct v1. what are you thoughts on this?

    I don't know if I'd be down for a group project, but I might try my hand at a small compo (someone elsewhere mentioned a competition previously). It would depend on the theme, though.

  • Normally I don't post what I'm working on because I'm lazy and generally I end up never finishing, but I figured what the heck. Here's the two main projects I've started since I discovered Construct:

    Prismatic

    <img src="http://xs124.xs.to/xs124/08056/prototype896.png">

    The first mockup I made as a proof of concept. The final game will, of course, be much more detailed.

    I wanted to make a puzzle-platformer that dealt with color as it's main theme. The main character is Dr. Hugh Chromis (haha, get it?), a scientist who is working on discovering other dimensions. During a lab accident, he's jolted out of phaze with our dimension and is stuck between the dimensions. He can only interact with platforms and entities that he is phaze-aligned with. If he's red-phazed, then he can jump on red platforms and be hurt by red enemies, etc.

    <img src="http://xs124.xs.to/xs124/08056/dr_chromis_lg574.png">

    The sprite design for Dr. Chromis. Yes, I realize that when the three phazes are set next to each other like this, it kind of looks like an '80s New-Wave band.

    Normally you can only see what phaze you're aligned with, but Dr. Chromis has a set of Prismatic Goggles that he can turn on and off to see all three dimensions overlapping at once. By touching crystals of other alignments he can change phaze, and that's where the puzzle aspect comes in.

    Squarebear

    <img src="http://xs124.xs.to/xs124/08056/squarebear_prototype192.png">

    This prototype was one of the first things I made in Construct. The final game won't have 3D boxes for platforms, I was just messing around with them in this mockup.

    Squarebear was first conceived as an entry for Total-Klik's mascot contest (which gave us the wonderful game Pasi the Pumpkin-Worm.) Seeing as how I'm so lazy, I didn't get beyond making some concept sketches of Squarebear:

    <img src="http://xs124.xs.to/xs124/08056/squarebearsketch668.jpg">

    Anyway, Squarebear is a bear made of chewing gum. As such, he's got the ability to blow himself up into a bubble to get past certain obstacles. When he turns into a bubble he can float on air currents and on water, but he's in danger of popping.

    <img src="http://xs124.xs.to/xs124/08056/spritesheet_lg805.png">

    The first sprites for Squarebear.

    Both of these games are still in early stages of development, mainly because of my aforementioned laziness. But enough about me, what are you guys working on? Don't be shy, now.

  • Uh-oh, mom and dad are fighting again

    Oh and just an FYI, there's nothing inverted about y- being up and y+ being down. This is how pixel coordinates have always worked since cavemen chiseled the first raster graphics into the granite walls of their caves.

    The top left of the layout will always be 0x, 0y. X counts upward toward the right edge, and y counts upwards toward the bottom edge. In a screen resolution of 640x480, you get this:

    0,0---------------- Y = 0 --------------640,0
    |                                           |
    |                                           |
    |                                           |
    |                                           |
    |                                           |
                                                 
    X = 0                                 X = 640
                                                 
    |                                           |
    |                                           |
    |                                           |
    |                                           |
    |                                           |
    0,480------------- Y = 480 -----------640,480
    [/code:qgo86m4s]
    
    So it stands to reason that if you want an object to move downward, you add to it's y coordinate, and if you want it to move upward, you subtract from it's y coordinate.
  • Y-1 means it will go down by 1

    Y+1 means it will go up by 1

    Actually, it's the other way around <img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" />

  • No, at least not yet anyway. The Window object can resize, place, and dock the window, but there's no support yet for frameless or transparency-masked windows.

  • Okay, I just ran through the tutorial again and oddly enough, there aren't any events with multiple conditions in them. Suffice it to say, you can have more than one condition to trigger an action, like so:

    +enemySprite is visible
    +enemySprite overlaps bulletSprite
    +enemySprite.Value('shield') = 0
    -Destroy enemySprite
    [/code:6xq5101z]
    
    All you have to do is right-click an event condition and select "Insert New Condition," or click an existing condition and click the "+ New Condition" link that pops up.
    
    Argh, sorry for the double-post.