inkBot's Forum Posts

  • And now Tycho too.

    Did you guys strike a deal with Penny Arcade?

  • The "Pick all" condition is unnecessary. The object is already picked from the collision condition. Unless you want to pick every instance of enemy1 when one of them hits a wall, which is what this is doing.

    At really high speeds you can run into issues where between ticks the objects moves so far that it doesn't actually collide with the wall, hence it passes through. But that is really high speeds we're talking about.

    Do your walls contain the "Solid" behaviour? If not, that's likely your problem.

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  • Done. I also saw that Gabe of Penny Arcade retweeted it too. That is potential exposure right there.

    shinkan, I'm glad they're doing it via Twitter and not Facebook, because I'm not on Facebook.

  • I would really like to see something like the tunnel shaders or fly from the ShaderToy.

  • I've never heard of any such "rule".

    If you don't own the rights to a picture, you don't own the rights to that pictures. There are situations where you can use a picture you don't directly own the rights to. It could be public domain or under a license which lets you use it (like some Creative Commons licenses). But any 50% rule I have never heard of. (The use of "rule" instead of citing specific laws should be a warning bell)

  • farsmile90 That doesn't really take into consideration escalation though.

    42t I suggest doing something like this.

    Since the duration for the different point values are different, 20 seconds for 10 points and 10 seconds for 50 points, an every x seconds toggle wont do.

    Make 2 global variables "50PtsDuration" and "10PtsDuration", and make 1 boolean "50PtsToggle".

    What you wanna do with these is use them as separate timers and instead of counting up, we count down.

    + Start of Layout

    • Set variable "10PtsDuration" to 20
    • Set boolean "50PtsToggle" to false

    + Every 1.0 Second

    • Subtract 1 from variable "10PtsDuration"
    • Subtract 1 from variable "50PtsDuration"

    + Variable "10PtsDuration" is lower, or equal to, 0

    • Set variable "50PtsDuration" to 10
    • Set boolean "50PtsToggle" to true

    + Variable "50PtsDuration" is lower, or equal to, 0

    • Set variable "10PtsDuration" to 20
    • Set boolean "50PtsToggle" to false

    + (your events for picking up rings)

    sub + 50PtsToggle is true

          - (your events for adding 50 points to score)

    sub + 50PtsToggle is false

          - (your events for adding 10 points to score)

    Essentially when one timer reaches zero it restarts the other timer, and we don't have to count the actual seconds.

    You could do this without the boolean and just use "'10/50PtsDuration' is greater than 0", but I personally think using the boolean makes it a bit cleaner.

  • In the game there will be enemies and the player will kill them and vice versa. I want to create something that everyone can enjoy it, I don't want o limit my game to mature adults.

    I can safely say that as long as your game doesn't involve excessive amounts of blood and gore, you're not.

    What I mean by that is that, in my opinion, people don't give kids enough credit. Children are much more resilient than people think.

    Super Mario games are pretty good at that because they never face any restrictions.ever say never. Some designs for Marios water gun in Sunshine was scrapped because it was too controversial for the US. But still, yeah, that's just one of many.

    However, depending on your definition of violence, there's a fair amount of violence in games about/including Mario.

    (New) Super Mario Bros - Jump on (and crush) enemies.

    Mario 64 - Punching and Kicking

    Smash Bros - More Punching and Kicking, this time it's the entire point of the game.

    Super Mario RPG/Paper Mario Series - All of the above and more.

    But the common thread is, it's all cartoony violence. There's no blood, no gore, but it's still violence. And they're all considered fine games for children to enjoy.

    Depending a bit on the age group you could have more or less violence in your game. Consider this; the Smash Bros series has had the followiung PEGI ratings: 7+, 3+ and 12+. Not only does it vary wildly between the different versions, but it varies just as much between regions. In Japan Brawl had a CERO A rating (All Ages) while in the US it had an ESRB T rating (Teen).

    In short, if your violence is cartoony and/or slapsticky, I'd say you're fine.

    If you really don't want any violence in your game, but still want conflict, then another method of conflict resolution is likely what you want.

  • Swearing doesn't bother me, but when to use it highly depends on the characters, the situation and what mood you're going for. There's no clear-cut answer.

    As a rule of thumb though, if your characters are swearing every other word, you're doing something wrong.

  • I'd never even heard of 3D Coat before. Looks ZBrushy...

    Construct 2 on Steam could be a good move, if Valve doesn't mind providing competing software (they probably wouldn't, but you never know)

    However, at first glance Construct 2 looks pricier than Game Maker. So if Construct would go up on Steam there are things to take into consideration.

    The pricing and that Game Maker has, sadly, much more recognition as it stands. People know what Game Maker is (the name also kinda helps in that regard).

  • That could still refer to either "window size" or "layout size". The definition "an area the player can move in" is applicable to both, but they are different things.

    To change either, you do so via the properties bar.

    For window size you select the project folder in the project bar and in the properties bar you should se "Window Size" under "Project settings".

    The same thing applies to changing the layout size, but you select the layout you want to alter instead of the project folder, in the project bar.

    Most basic questions like this can be solved by reading the manual.

    http://www.scirra.com/manual/1/construct-2

  • I'd never even heard of Spaceport before this...

    Looking at the site, I'm still not sure what it is. Looks like a Flash-wrapper... yay?

  • I'm kinda wondering why you want to simulate keypresses when you could just copy your keyboard events and switch out the conditions with the gamepad equivalents. Or if your control scheme isn't overly complicated just have the gamepad and keyboard input events together in "OR" blocks.

    I also imagine being able to simulate keypresses would be a big security issue with browsers, and would not expect it to be possible.

  • It would be easier to figure out what your problem is if you posted a capx with the problem. We don't know how your events for dropping blocks are laid up.

  • The pic isn't showing and your explanation of your problem is vague.

    Since you're following a tutorial, try PM'ing the author directly.

  • Is there a limit to how big the sprite can be?

    I wanted to try out the perspective function and have been trying to change a 1024x1024 sprite, but it won't change at all. I checked the example capx and that works. I resized the thing to 1024x300 (so 1024x512 in vram usage) but no dice.

    The idea I had was to use the perspective function to make a floor that would change perspective as you moved. But even if it did indeed work it wouldn't be feasible since the change is far too slow even in the example to even consider doing it realtime, every tick.