deadeye's Forum Posts

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  • Sorry I'm late, but I just wanted to say Happy Birthday

    Congrats to the Scirra team and thanks to everyone for helping make Construct better!

  • This is awesome news, I can't wait to try this

  • Aw, thanks guys

    Unfortunately, I won't be able to visit very often for a while. My internets were shut off . I know... great timing, huh? I come back after much too long a break and five seconds later my ISP pulls the plug.

    Posting from the library now. Ugh. Anyway, I'll try to stop by as often as I can.

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  • Here's a trick: Within the events you're running with Timescale set to 0, temporarily set Timescale to 1 and then you can use Timedelta as usual. Don't forget to set Timescale back to 0 once you're out of that block

    I did not know that. That does sound like a handy trick

  • You might also try hitting up the TIGSource forums, there's a lot of MMF and Construct people there who don't necessarily visit their respective game-creation software's official forums.

  • When time scale is 0 you can still do a lot of manual manipulations of things. You can still move sprites by explicitly stating the pixel coordinates (though you don't get the benefit of timedelta), and you can still show animated sprites by manually setting the frame of the sprite. You would need to make your own series of events to do so though. Something like "+Every X Milliseconds -> Set animation frame to current frame + 1." You'll also need an extra event to check that it sets back to 1 when it reaches the end.

    As for the sound issue, I'm not entirely sure about that.

  • ... the event's mean that you program the sprite what to do ,It's just cleverly disguised.For instance sprite.X+25 looks alot like the C# and C++ language but it's just alot more simplified for the end user.

    Programming means having to learn syntax and structure. With things like Construct and MMF and such you don't have to, all of the options are available at a click and the structure is built for you automatically. The only thing you need is an understanding of basic logic and math.

    ... Some say that if you use a program like Construct or any other Click and Create program that you are not truly a games developer.

    And those people would be wrong. The only criteria you need to satisfy in being a game developer is to create a game.

  • I decided to get it myself yesterday. The game spreads almost like a plague here (and pretty much everywhere else I imagine). One of my friends made a sarcastic comment "Been nice knowing yah." when I got it.

    So have people started calling it "Minecrack" yet? Because if not then I'd like to get the ball rolling on that

  • Flags for active objects - (Flag X on or off)

    ...

    32 directions

    I'm pretty sure Clickteam is responsible for making MMF3, you might want to give them these suggestions

    Heh, jk... but you can make your own "Flags" very easily by just making a PV that only uses 0 or 1. And you can make your own "directions" with animation angles, and you're not even limited by 32... you can go all the way up to 360

  • You can't include an event sheet as an action, either the sheet is included or it's not.

    But you can activate/deactivate event groups in an event sheet that has all of your player controls. Make your Climbing group deactivated by default and just activate it when the player picks up the shoes.

    I have a tendancy to think that stacking of the conditions matters, so if you have the least resource heavy condition first (say, is key pressed?) it will not go through the other 15 conditions?

    That is correct.

  • Is there also a setting that for the HUD layer that you won't see the map and your character wont go past the border of the HUD framing?

    No, there's no setting for that. You could use a combination of Unbounded Scrolling on your map layer and clamping ScrollX and ScrollY in regards to the player's position and the edges of the map, but it's kind of advanced for a new user. I'd suggest making a more standard setup that uses the full window area to show the map, and your HUD just floats above it, rather than having what basically amounts to two different windows in your view. Rendering two windows side by side like that is actually a pretty complicated affair.

  • In the action for setting the color filter you can right-click the Filter bar and select Use Expression. Then with the rgb() expression you can use variables for each color channel.

    <img src="http://i52.tinypic.com/2mqryj8.png">

    I actually have a tutorial on making color sliders (and other things) here:

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  • I hope my specifications helped!

    It's still rather vague. It's best to give a general description of the actual gameplay you're trying to create and what is going wrong in creating it, like "I'm making a 2D Katamari clone, how do I get it to pick things up? I've tried X, Y, and Z but it doesn't work."