Katala's Forum Posts

  • dpyellow, I also made small change to AI CAPX

    About overall design of the game.

    • I think there is way too many events and object. Button icons for example you could make one sprite called icon and just but different animation frame to them.
    • There is own event for almost every combination of conditions.
    • There is object called Tiled background object.
    • In an isometric game it would be better practice to make invisible collision box for all characters, walls and such and just but graphics over them to show animations (also collision box for melee attacks)
    • Also not sure why it takes 39 MB (that is a lot considering what there is).

    I say this because in a long run it makes things a lot easier and more functional.

    This actually made me to think about releasing one platform CAPX for new people to see one option how to make stuff. Single example usually doesn't give very good picture about the structure. Better users than I could then make improvements to it.

  • Please less screaming villagers. I was quite ready to do the same for them as for the zombies <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Nutzaboutpoker, I think that would not be very good practice. There is unnecessary amount of space used.

    For simple game I think it would be enough to just have global variable "language" and then for example set it like.

    If language is "English"

    Text id variable = "Start" -> set text to "Start"

    Text id variable = "Quit" -> set text to "Quit"

    If language is "Finnish"

    Text id variable = "Start" -> set text to "Aloita"

    Text id variable = "Quit" -> set text to "Lopeta"

    For text heavy big game there could maybe be a bit more elegant system.

  • I just have a small dilemma on what to do about every 1,5 - 2 hour break when i'm trying to quit smoking again <img src="smileys/smiley24.gif" border="0" align="middle" />

  • Here is the whole lecture

  • Beautiful lecture <img src="smileys/smiley1.gif" border="0" align="middle">

    �Creativity is not a talent. It is a way of operating.�

    http://www.brainpickings.org/index.php/2012/04/12/john-cleese-on-creativity-1991/

  • Cappdog, Not really but I still have this one problem with it

    scirra.com/forum/destination-atop-effect-nodewebkit-not-working_topic82435.html

  • [TUBE]http://youtu.be/Xfx_8h1056A[/TUBE]

    Doom sounds are just placeholders.

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  • [TUBE]http://youtu.be/Xfx_8h1056A[/TUBE]

    Light implementation from my current project Disruptive Selection.

    Doom sounds are just placeholders.

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  • <img src="https://dl.dropboxusercontent.com/u/104893773/dspic1.png" border="0" />

    Let there be lighting system

  • There seems to be difference how Node-Webkit renders at least this effect "Destination atop".

    On Chrome it works as intended but not on Webkit.

    CAPX

    Edit:When I disable WebGL it works. So do I miss something obvious here?

  • Cappdog, Odin sphere <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Editor is still quite basic on what you can do with it and will probably not be included in future test releases in here. But if you are interested you can test that out.

    Notes! Specially resizing is quite clunky at the moment and for some reason you cannot load same level 2 times a row.

    Access editor with F1

    Download link on first post.

    <img src="https://dl.dropboxusercontent.com/u/104893773/ds4.jpg" border="0" />

    Textures are just to quicly test the system.

  • transient, Sorry can only think of this :)

    [TUBE]http://www.youtube.com/watch?v=4CqBONuW70Y[/TUBE]

  • E Bear, roger. I could maybe post really crude version with the editor this weekend, but in some point I have to leave it out because it was intended full version feature <img src="smileys/smiley9.gif" border="0" align="middle" />