dkdoom's Forum Posts

  • Congratulations!

    also: for great justice!

    <img src="http://kleinletters.com/Blog/wp-content/uploads/2008/08/jle01_1989.jpg">

  • thanks for the feedback :)

  • yesyes, keep going ...

    (i'm just teasing you, bro :P)

  • split the creations forum into categories: demos (proof of concept, simple demos, GS clones), games (actual playable games), utilities (zomg 3dmesh tool) etc.

    agree; banning is a bit harsh, especially for newbies getting pumped on understanding ghost shooter. instead of putting them off as lame, the community signal should be a friendly welcome & the advise to get cracking on something original asap. separation of demos/tests, finished games and tools sounds like a nice idea in any case.

  • It'll definitely be in 2.0.

    i'll have to start writing these down so you can't chicken out on them >:D

  • Device name: Mobile Intel(R) 945 Express Chipset Family

    Pixel shader: 2

    Estimated VRAM: 59 MB

    Motion blur: No

  • booyakasha! how cool is that!?

  • hi there!

    to answer your question, you can actually use an expression instead of just entering text; to get the value of a private variable from an object, you could use e.g. Sprite('variableName')

    but i would really like to recommend that you try some of the tutorials (link), which cover this and similar basic topics; they are immensely helpful in getting to know construct & the way it thinks, and usually don't steal too much of your time in the process.

  • <img src="http://i705.photobucket.com/albums/ww58/mwroom/meshugger.jpg">

    meshugger is a slightly advanced mesh editor for/in construct whose primary cool feature is being able to rotate the mesh. in this regard, it is also an (undocumented and early) demo on how to do that. it exports .mesh files as well as .csv files (details in the readme). cap included.

    download meshugger v1

    although meshugger is already very usable, there are a few things that could be done better, notably: the rotation being absolute, using simple euler angles (relative rotation would be cooler) & its dependency on .csv-files (it is possible to use .mesh files for everything, but i didn't notice until recently). i hope it is still of use to someone (even though the event sheet is rather large); in any case, i'll probably improve on it in the future.

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  • screens plz

  • thanks, lucid :)

    maxum, i had a look at your first try, but didn't find the bug ... so i rebuild it, but got the same result :P. i believe there is either a logical error in my thinking, or the For-Each-condition does not sort the AngleDiff(Angle(),Angle())-expression correctly; in any case, it works when using private variables for sorting: download cap

  • i guess you should put the LOS-condition before the Pick Closest-condition, otherwise you might pick nothing.

    for next target: you could tag the currently targetet enemy in some way (e.g. set a private variable 'isTarget'); that way you don't have to constantly run the targetting procedure, but can simply pick him. for next/prev target, you probably want a mechanism to pick the next enemy clockwise/counterclockwise to the target (with the player as center). there are two things that will help you: the AngleDiff( a, b ) expression and the 'Is Angle Clockwise to...' condition. you will probably need to put the enemy object into two different families, too, which is a workaround sometimes needed for picking 2 objects of the same object type. this sounds confusing, so here's an example:

    let's say the currently targetet enemy has a pv called 'isTarget' that is set to one. let's also say that the enemy object is member to the families 'RED' and 'BLUE'.

    [ul]	[li]pick 'Red' where 'isTarget' = 1[/li]
    [/ul]    - pick 'Blue' where  'isTarget' = 0
            - For each 'Blue' (ordered) by
              AngleDiff( Angle( player.X, player.Y, Red.X, Red.Y),
              Angle( player.X, player.Y, Blue.X, Blue.Y)) (ascending)
                - Is Angle Clockwise?
                  ( Angle( player.X, player.Y, Red.X, Red.Y)) to
                  (Angle( player.X, player.Y, Blue.X, Blue.Y))
                - Is Red('isTarget') Equal To 1?
                      -> this is your man!
                      -> Set Value Blue('isTarget') 1
                      -> Set Value Red('isTarget') 0
    [/code:13yd4b4x]as you can see, we need the two families to pick the correct enemy objects without loosing track of the current target.
    
    [h2]i hope this works[/h2]
  • i admit that i never used tilemaps in any game - but the feature i thought would be neat (or interesting to think about) for an editor is the ability to load different tilesets; i don't know if this is so common that it need not be mentioned :P

    of course, the animation importer of construct already does similar things quite well, so you'll have to take care not to sink too much time into feature duplication ...

  • cool thing to do in construct!

  • nice; it's subtle, and it works really well with the high-res ground texture.