madster's Forum Posts

  • to avoid falling through on pauses, limit the lower frame rate in advanced runtime properties.

  • I like the idea of an island survival game.

    The reason I don't post here is because the things shown (file folders, forum threads and a bit of art) are not really representative of "a fully defined game".

    Nothing in the website or this post give any further detail either. There's not much to go for, except for that object combination thing, which sounds really hard to do, specially with Construct.

    No link to that "forum full of people" either. Blogroll points to default wordpress stuff.

    Not a good hint.

  • MOAR LIEK PHUN

    yeah that would be nice.

    Actually what I'd like is for plugins to be able to modify the editor's behavior, so the physics plugin could do exactly that..... and an iso behavior could show the object's height, and IK could show the rig with bones and handlers, and etc etc

  • on the bright side, you could export assets and read rules and do a 1:1 port

  • how big are these images?

  • hey, this sounds good. Perhaps would be better as the history pallete in Photoshop that I absolutely love. Undo with description, yay!

  • you could have a small Area of Effect sprite, stretch it to size dynamically and for all objects colliding it, apply a force proportionate to the distance to the center.

  • your two layouts are different heights.

    Since the second layout is taller and Construct counts position from the top as zero, you might want to adjust height accordingly.

    Change this in layout 1's events:

    + Blobby: On collision between Blobby and Gateway_forest

    -> Blobby: Set 'from_layout' to "Layout 1"

    -> System: Go to layout "Layout 2" with transition "None" lasting 0 MS

    -> Blobby: Set Y to LayoutHeight - Blobby.Y <------- I ADDED THIS

    Change this in layout 2's events:

    + System: Start of layout

    -> Blobby: Set Y to layoutheight - Blobby.Y <---- I ADDED THIS

    + Blobby: Value 'from_layout' Equal to "Layout 1"

    • > Blobby: Set X to 0
    • > Blobby: Set Y to Blobby.Y +1520
    • > Text: Set text to "X " & int(Blobby.X )
    • > Text2: Set text to "Y " & int(Blobby.Y )
    • > Blobby: Set XY to {0 ,Blobby.Y + 1000 }

    Edit: this changes vertical coordinate to be relative from the bottom when leaving the layout, then uses that value to get the proper Y coordinate to start from in the next layout.

  • Same here, gamepad should be a given just as unicode (any language, any gamepad!).

    So yeah, the vote I used in gamepad I wanted to use in event-based behaviors. But I see that's quite up the list anyway so it's okay

    I worry about developing with a team bigger than ONE PERSON though. Currently it's almost impossible.

    Oh and online because uh... it's shiny.

  • $35 quote is not for retail... it's subsidized for educational institutions.

    They're not talking about retail yet.

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  • nice!

  • SWEET

  • Wow. This is like the platform behavior for bullet hell games.

    I'm in.

  • Tested it with latest Construct and still doesn't work correctly for some unknown reason.

    You'd be better off using a global variable than the state machine object, as it doesn't provide any new functionality (besides state validation, which is pretty useless if you're specifying destination state with an event) and it seems to be broken =/

  • I just used an ini file.

    Top 5 scores stored as

    [5]

    name="asdf"

    score=10

    [4]

    ...

    etc...