kyleo's Forum Posts

  • My theory about people wanting to make 8bit games is that most people around here grew up playing them-- and so now that we are old and capable enough to make our own games, those are the kinds we want to make --

    also, I can assure its not because its easier either-- in my opinion pixel art is harder than normal drawing any day!

    and awesome that is an awesome title by the way

  • Well, first off, there's always plenty of people out there who would love to see there artwork put into a game-- so you could always find a collaborator...

    But if you mean you have trouble drawing sprites on like.. a computer.. you could always get a wacom tablet-- there are nice ones that cost 80 dollars-- and they are a good investment.

    If you have trouble animating the sprites then there are lots of programs that are specifically designed for animation--TVP Paint is one that comes to mind-- there is also a light-table plugin for photoshop.

    And of course, the easiest way to animate stuff without actually drawing a bunch of individual frames would be the bone movement behavior.

  • Amazing work Tokinsom. Really great idea too-- based on your avatar, I hope you weren't planning on making a mini-earthworm jim after this-- because your game has inspired me-- so I might just do that!

  • Yeah! Playing around with color filters and opacity seems to just about do the trick! I haven't heard of OLED-- if they are better than these eye killing LCDs then I support them fully!

  • Well I guess I will just have to steal a friends LCD and get some sort a dual monitor setup going-- so that I can be conscious of how it looks both ways-- because I really love my CRT, but I am in a minority !

  • That's awesome, I'm really looking forward to this!

  • I work on a cathode ray tube-- the most superior of all display devices-- however, most people use LCD moniters, and they are bright! Brighter than I want my game to appear on their screens! Is there a way to configure everyone's screens to the brightness level I want?

  • I was actually able to get (what on the surface appears to be) a grid scroll between two layouts...

    my trials and tribulations are all in this thread:

    The only problem is that the camera is a little jerky for some reason.

  • You don't necessarily have to use LOS. I see you are using an invisible marker for your enemy already, so if you make an event where the player is overlapping that marker, the enemy could chase the player while he's within it, but then stop when he isn't. Also, if you want something to happen every 3 seconds, then you can use the object "wait"-- which is something I wish I realized a month ago.

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  • Everyone in the background has blue-shirts and beards.

  • It took me several days but I almost got what I want: a metroid style transition from one layout to the other-- its kind of jerky but check it out!

    http://dl.dropbox.com/u/19590484/tower2.cap

    Oh, and run it from layout level 1A

  • Thank you! Both of those methods worked for setting a position of an object relative to another. I'm still kind of scratching my head as to why, but I am sure it will make sense the longer I stare at it

    I am attempting a metroid style transition. It's easy to do it with magicam but only within a single layout, not one to the next...

    I like to figure stuff out by myself and not constantly whine for help, but can anyone give me some suggestions about how to do this... I feel like I might be half way there...

    here is my cap... the my door/transition is on layout level1A

    http://dl.dropbox.com/u/19590484/tower.cap

  • Correct me if I am wrong (please let me be wrong!)...

    but after many hours in the program, and an extensive search of the forums, I have come to the conclusion that Construct is awful when it comes to switching layouts.

    As far as I can tell there is no easy way to bring one sprite from one layout to the next without destroying it in one and creating it in the next. In the process you lose all that objects private variables. Now of course the easy way to remedy this would be to change all those private variables into global ones.

    Problem solved right? Well what if I want to conserve the sprites animation, speed, angles etc. from one layout to the next? That would mean I would have to (right before switching layouts) retrieve all that information and store them in a bunch of global variables in order to effectively recreate my sprite the way it was right before the layout ended and we went onto the next.

    If that is the most effective way to do it then that is alright by me-- my only question then would be, how do you get the position of an object relative to another?

    As an example, imagine you had a square in one layout, and then an exact replica of it in the next. Both squares are at different coordinates within the layout. In the first layout there is a circle somewhere within the square... I want to get the position of that circle within the square so that I can copy the circle to that position into the next layout without any regard for where the square actually is within the layout itself... does that even make sense? Does to me.

  • This is probably the most helpful thing to happen to me in a while... thank you so much!

  • That grid scrolling is neat, but I wonder, is there a way to setup a grid scroll between 2 layouts? I've been trying on my own but no luck.