deadeye's Forum Posts

  • Sorry if I stole your thunder... I just got excited

  • http://www.scirra.com/

    Looks awesome. AWESOME.

    Edit: go to this thread:

  • The best way to find out what's going on is if someone takes a look at your cap.

  • I just don't understand what it was that was causing Drule's game to stretch... I couldn't even get mine to stretch even though I was trying to.

  • To be fair, the last time I attempted this was a long time ago on a much older version of Construct, and I was expecting to have to do the same sort of stuff now. Guess not, though.

  • So, you post 6 threads, won't do any of the challenges yourself, just expect others to do them and respond like a jackass whether it was deserved or not.

    Did I miss anything?

    Calm down. There's no need for that.

    Wow, searching the forum, what an inspired and well thought out suggestion, why didn't I think of that?! *rolls eyes* If you'd READ what I wrote you'd see that's where I got idea's for these, genius.

    Or that. Let's leave the bickering out of it, okay guys?

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  • If I remember correctly the Every X Milliseconds is only accurate to around 20 milliseconds, anything less than that is iffy.

    So I would try this:

    Set bomb timer to 6 (be sure you only trigger this once)

    Every 1000 milliseconds, subtract 1 from timer.

  • I already caught Drule in chat but I will post my solution here in case anyone else wants to check it out.

    It turns out that this was much more painless than I though... apparently you don't even need to bother with checking the aspect ratio at all!

    If the resolution for your game is 320x240 then Construct will pick the lowest resolution available when you go to fullscreen. For most modern monitors that will be 800x600.

    All I did was this:

    <img src="http://i47.tinypic.com/33o2q2s.png">

    And it just worked. Widescreen monitors will show your game 4:3 centered in the middle with black on either side. This uses Unbounded Scrolling on a 320x240 game. The clamp() expression is necessary to scroll to the proper location because when you zoom layers like that then the scrolling goes all funky (if it's not unbounded then your player goes off the screen, and if it is unbounded then your player is always centered and you can see outside the layout). Anyway, the clamp() thing fixes it.

    If you want to fullscreen a letterboxed 16:9 game on a 4:3 monitor though, that's a totally different story

  • > Nobody ever said doing isometric was easy?

    >

    > Also... why are there six of these threads at once? Isn't that overkill? You could have had these run, you know... one at a time

    >

    Cause I got excited with the 6th one, besides, never could wait.

    Aside from the YC now being taken over by these threads I'm concerned that you won't get as many people participating in these as if you had waited to post them one at a time. Now people are going to pick and choose one or two instead of giving them all a shot.

    Also, in all honesty some of your challenges (like this one) are really not "easy." Nobody has taken on isometric and won because isometric is hard to do. Yes, I can confidently say that Construct is capable of it, but the math involved is more than most are willing to struggle with.

    And you're asking people to make AI for things like beat-em-ups and stuff for a 2d brawler or a full-blown roguelike with battles and everything. Those aren't "easy," they're practically full games. The mouse challenge was good because it was a nice little logic puzzle that you could get concise answers to.

    Also, when are we going to see your examples of how these challenges are done? It seems only fair that the challenger show what he's capable of

  • Milliseconds are a measurment of time. Ticks are a measurement of game logic/rendering.

    In other words, a tick is a frame. If your game is overloaded with lots of nested loops and heavy use of shaders on an old computer, then your FPS (tick rate) could drop very low, but milliseconds will still keep going on by like normal.

    So you can't really reliably gauge time based on ticks. If your game is 60fps and you say "Every 60 ticks" then you might think you're going to activate that event once per second... but what if your game drops framerate? If your event is time sensitive then you're boned.

    Generally speaking, if you need something to happen in a specific amount of time, use milliseconds. I hardly ever use ticks, in fact I can't even remember the last time I did.

  • Also, I tried creating my game with a native resolution of 640x400 in order to cater to the widescreen audience

    No modern monitor that I know of will be able to support that at fullscreen. In fact, the lowest resolution available for my monitor is 800x600, which is 4:3, so if your game is made at 640x480 then it will scale up just fine.

    Anyway, I don't really have anything to do this morning so I guess I could try to make an example file. After I've had my coffee and read the forums, that is

  • I don't think Construct has any draw distance functionality for the 3D box anyway, so things popping like that shouldn't be a problem.

    But you could probably make your own fog by setting up several concentric skyboxes, all plain gray, and all semi-transparent, with the outermost box solid gray.

  • Nobody ever said doing isometric was easy?

    Also... why are there six of these threads at once? Isn't that overkill? You could have had these run, you know... one at a time

  • I removed a few things and noticed the menu part was still there, and the monster was moving around in that, rather than the actual game map. I don't know if that's the cause but it seems to be the reason it's not moving properly. Hotspots, collisions etc. all seem ok to me.

    Confirmed. That's definitely it. The menu selector is even moving around with the player.

    That's really crazy, though... again I'm stumped as to why that would happen.

    Edit:

    GOT IT. It's the Quickload action in the start of layout on the menu. Remove it and your game works fine.

    Looks like a Quickload bug, then.

  • Nice idea for a game, but I think there could be a better indication of which pieces do and don't line up.