madster's Forum Posts

  • Interesting. Will this be a commercial, free or opensource tool?

  • :s that's weird, it's an edit-time feature, it doesn't affect the runtime at all AFAIK (collision masks always exist anyway)

  • I've been using Windows Seven ( ) from the early betas with no issues whatsoever. Except for the surprise of having to install DirectX9 and its updates manually (Win7 autoupdates drivers as they are released).

  • The circular buffer idea is how I had thought it was done.

    In construct you would just have arrays with moves and one array with the current move.

    Have a current index go through the current array and when comparing the moves array to the current array, start from the beginning of the moves array and from the current index in the current array, going all the way to the end, then another loop that goes from the start of the current array to just before the current index (thus scanning the whole buffer).

    Each time a button or direction is registered, it's stuffed in the current move array and the index is moved. If the index goes out of bounds, it wraps around.

    You could optimize this by having a separate indexer for the moves array, but that doesn't become really useful until you have a huge number of moves (like... 3 digits).

    Oh and for timing, it would be better to timestamp each buffer entry. Then you could compare if the difference with the previous parsed move's timestamp fits within the move's allowed range and there you have timing.

    You also could add parameters to each move, such as current distance to closest enemy to increase move variety without making them too difficult to perform.

  • Congratulations!

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  • That's a really nice flash demo.

    Also, nice work, R0J0hound. It looks really stable.

  • fun!

    difficulty picks up swiftly though.

  • FireGL? sweet!

  • use an "on collision with wall" event to change the ghosts direction.

    No manual yet, just the wiki, the forums and chat.

  • same as str(global('timer')) ?

  • HI

    Is there any way to set an entrance to these dungeons? or get the entrance from the generated map or something like that?

  • storing bitmaps as svg could prove weird >_<

  • What I suggest is put all of your letters in a long strip, tiled at a uniform size.

    Use a SINGLE SPRITE and import them as animation, with speed 0. You can use the import animation panel to chop them up automatically.

    Choose the frame number at runtime, right after creating the sprite.

    This will be much more manageable, in terms of not having a jillion objects, no unwieldy text rendering and you get to control the letters behavior as individual sprites.

  • I don't have a Joystick handy, but when I get it in I'll work up a quick airplane shooter, an post .cap, with it using Pygame.

    You'll be my hero.

  • Okay so... I've noticed a lot of work in the Python side, and it seems now you could build your exe and have Construct copy the correct .py files.

    Does this mean we can reliably use PyJoy to add PC Joystick support to our games?

    (please say yes.... and how )