Drasa's Forum Posts

  • I should work, at least it worked when I did it :P.

    To make it clear: The action you are going to perform with sprite, should be done with the sprite itself. The destroy action should be done to the family. (Or the other way around, but it's easier this way)

    This is because the sprite and the family have separate List of selected objects. When you are talking about family, construct no longer has the exact sprite you chose in the condition, picked.

  • Another way to manage picking is to use families. Include objects you want to destroy in a family, and destroy the family in that event.

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  • For some reason, the constrols are lagging so badly that the game is unplayable. This has happened to me earlier, when playing games with unlimited framerate. Is this game using unlimited rate of capped?

    I wonder what's the cause for this is... It's so irritating. (Side note: games made with MMF2 lags similary :o)

    Problem solved - killing almost all non-system background processes helped alot. I wonder if my computer is becoming too old :<

  • There is no "on create" condition in construct, at least not yet. It sounds pretty convenient, though. Maybe devs could implement it? You can currently use some workaround, like testing if a value of a sprite is 0, and if it is, do something and change the value to 1. This way the event will perform once and only once per instance of an object right away when it's created, be it on the start of frame or at some point in runtime.

  • 64-bit floats would be nice :D ...

  • Ah, I got it, the machineguns are the key to the infinite powers after all. I paired two of them, and almost nothing else, and they levelled up in a flash. They seem a little unbalanced now...

  • I guess I'm doing something wrong then... I am always doing pretty well, but then the blue little devils come and just run through. None of my weapons are fast enough to even hit them. Well, machineguns might be, but they are so powerless and level up so slowly that they aren't enough to stop the blue bugs :<

  • Wave 19 is the highest where I've got (with the new version). Post your scores >:D!

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  • Well, you could make your own graphics at least :D

    Also, I think it would be great benefit if yo checked another set of tutorials out. There's Deadeye's Platform tutorial. Try not to learn "how to make a certain kind of game", try to understand how the program works, so you could make any kind of game :)

  • One more suggestion: Make it so that you could select the time interval that the debugger steps when pressing "step". Maybe there could be also a choise for "VSync tick"

    What amount the stepper steps currently? The amount is so damn small that even rapidly moving objects dont seem to move at all, even when clicking step rapidly.

  • Use the perushyvismelee object's

    First I was WTF, since when did deadeye learn finnish :D Then I realized that it was l33twash0r who decided that object name! X)

  • Snow? We have had it already for... like... well. I don't remember how long :D.

  • It is a problem, since the player's are going to run the game with 60Hz, 70Hz or 80Hz... or even higher. If it's just a visual, aestethic thing, it doesn't maybe matter so much but I wouldn't leave anything which affects the gameplay without TimeDelta.

  • By the way, that was freakin awesome! That was all randomly generated? Even I can make music if that's the case! xD

    No it wasn't since the chords were defined in advance... But you could make music if you knew some chords! >:D