Holymonkey's Forum Posts

  • but if i set timescale to zero for a total time freeze or a pause menu, multiplying by any number is still zero, no?

  • right... unfortunately this means keeping track of countless "original animation speeds", and lots of coding custom movements for everything.

    I hope it might be possible to somehow "exempt" specified objects form the effects of time-scale. That would rock!

  • Unless they have super-powers I'm unaware of (which is possible with the wonderful program which is construct) event groups wont offer me any help here...

    Another thing I want to do is totally pause time with time-scale set to zero and pop up a custom menu system WITH ANIMATED SPRITES. How can I keep sprites animated while time-scale is set to zero. And Whats the diference between time-scale and time-delta?

    Pardon my ignorance.

    thanks,

    Mike

  • Hi everyone,

    I'm the guy that originally requested a built in slow-motion variable for controlling the time-scale of the application. I'm thrilled with the timedelta control that Ashley implimented.. BUT I still wish there was an easy way to simply designate the time-delta PER object... or at least whether any particular object is effected by the difference in time delta.

    For instance, lets say I want the player to have a power to slow time, so all the game slows down but he does not... and maybe certian other characters do not as well.

    Is there currently an easy way to do this? Will I somehow have to manually controll and keep track of all the speeds of all of the animations(very many in this case), velocities and so forth for every character I want to "protect" from the timescale effect?

    thanks,

    Mike

  • Thanks Aeal,

    I needed to so something slightly different, but it definatly helped. It turns out All I needed was to put quotation marks around my group name and item name.

    PS. I love the easy of use of ini files in text editors, and like the fact that its an external file in this case becuase I'll be encouraging users to make translations into other languages. (simply sawp the few ini files to the ones in your language)

  • Hi everyone,

    I've just begun working on the dialogue system for my game and will be using INI files to store the text for dialogue. I need to display text with the text object from an ini file but am having no luck. Would anyone be kind enough to make a quick example?

    thanks

  • Thank you so much for this awesome extension.

  • That sounds like a great idea Ashley

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  • thanks megatronx,

    I've been doing pixel art and drawing since childhood (now 35) I've been doing it professionally for about 5 years now. Do you mean to say the demo's art and the low-res pixel art on my website have a similar style? If so, yes, thats what I was trying to achieve...hi-res art that "feels" like a high res version of a classic game like wonderboy..

  • I like that idea.

    if player is being crushed...kill him, or hurt him, or maybe stat a minigame where he has to push back against the walls. I could picture Cratos doing that.

  • thanks much for the tip. I'll try that.

    But the same could be done for height, width, x and y position, yet those can all be selected in the behavior itself.. why not continue the pattern and put the option for skew where it seems to be missing? I know I'd apreciate it.

  • It would be awesome (and seems missing) if I could apply the sinbe behavior to the scew x and y.

    thanks

  • I'd be in heaven on earth if you could flip a switch and suddenly within the layout editor the layers actually scrolled at the seperate speeds you set AND displayed at the zoom amount you set for each individual layer. As it currently stands its working a bit blind to place tiles and props in all my layers and seeing if it works well in game.

    workflow could be : scroll around environment exactly as it appears in game, place objects exactly where you want them

    currently its: place with guessing, run game, tweak, run game, tweak, run game, tweak... eventually mostly satisfied and move on to object number two

    thanks,

    Mike

  • I know others have offered "they're solutions" to making grass blow in the breaze, but I really wont be satisfied with the platlife in my game project until it moves very much like those in Odin Sphere.

    Is anyone willing to make this shader effect (with adjustible paramiters so one could "icreases the wind force)? for my game project?

    you can doweload and see my game as it currently looks here:

    http://www.scirra.com/phpBB3/viewtopic.php?f=4&t=3729

    thanks much

  • Sagal. I sent a PM, please let me know if you don't recieve it. (for some reason it looks like its sitting in the "outbox" but I se no option to send it?!?