madster's Forum Posts

  • I third that. In Timedelta we trust.

  • Groovy!

    Besides what Mipey mentioned, sometimes a match just doesn't register until you do some other failed move first.

    Also, I managed to keep the swap interfase open somehow while a chain was going on.

    Nice work though!

  • Beautiful. My only suggestion is to slide up and down the drawing sound's volume instead of turning it on and off.

    Mind if I ask how do you recognize the gesture?

  • As long as anything done within the freezing time doesn't depend on timescale, yes.

    Like a health-bar filling up animation, for example :s

  • You would lose detail by shrinking your sprites, not to mention it'll probably look awkward.

    No, you wouldn't lose detail. Why would it look awkward?

    Zooming et al in Construct is done before applying texture maps (sprite images) so it would look just the same.

    You would only lose precision, so in a large layout you could run into rounding issues. I believe it's a bad idea but not because of sprite distortion but because simulating your whole world at once could get slow, depending on how your game works. Also... come to think of it... a large zoomed layout would be just the same as a larger layout but with rounding issues... so it's just not helping.

    if you NEED to simulate warped NPCs in detail (colliding with walls, etc) then do big layout. If it's not really important (very likely, most games do this) then just store the NPC data somewhere you can retrieve it when you go to that layout.

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  • Just go with several different sprites. This will also make complex interactions easier in the long run.

    You could, for example, have several different collision masks or even images for each part. Run effects on them, spawn fire/particles from their exact location, etc.

  • yay! someone used my effect! =D

    Awesome atmosphere. Btw if you walk just at the edge of a platform, sound goes nutz.

  • nunchuck data would be awesome, also.

  • people here seem to love dropbox, so that's one idea.

    You could also upload in the uploads forum (there's an upload button if you post there), then put a link to that post in here.

  • Hi

    you'll find people in these forums are really helpful, but it's easier to help when more detail is provided.

    What is it that won't work? describe what you were trying to do and what happened instead.

    If possible, post the .cap file for people to try out and modify, you'll find out this is the fastest way to get helpful answers.

    cheers!

  • I just presented Construct to an University crowd at a talk I gave and they went, and I'll use a scientific term here, completely Nutz.

    So yeah. Awesome.

  • Try using subevents to calculate the sum:

    + On collide between Sprite and Sprite

    ---+ Always

    ---> Set global 'sum' to 0

    ---+ For each Sprite (should iterate only over picked sprites - the two colliding ones)

    ---+ Add Sprite('momentum') to global 'sum'

    ---+ Always

    ---> Create object, set momentum to global('sum')

    :O I never thought of using SOL this way! hmmmm

  • sweetness

  • sounds like a trial version.

    Which is something I was waiting for. Woot!

  • Array with tick counts is what everybody seems to use in rhythm games.

    I could never think of anything more comfortable than that.