Mipey's Forum Posts

  • Indeed, show us what you can do and we are talking! That is how things go in indie game development. Blind dates tend to go awry.

  • I haven't done much about that, but I have one thing on my mind: Bullet behavior. If you set its speed to instant, it will check for collision if you use bullet behavior's "On Step" trigger.

    Worth noting.

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  • Oh yeah! Thanks!

  • Well, where do we get the list of used plugins, then?

    Suppose that someone's been working on a big project for a quite while, adding and removing behaviors... then forgot about one particular behavior that isn't even used. That leads to bloating and potentially bugs.

  • Uh... private variables are gonna multiply like crazy. It is best if we leave them under respective objects they belong to.

    Anyway, for behaviors, it'd be nice to see which objects have each behavior type, in case I missed one or want to change some behavior settings across the board. Basically, when you add a [Bullet] behavior, you'd get a Bullet folder under Behaviors folder, when you open it, it lists the objects with said behavior.

  • Your wish will come true in about... say... 6 months, when days start getting shorter!

  • Global variables, attributes etc.? Bit redundant, maybe, but it is nice to have all such resources in one place

    Also behaviors, effects in use?

  • Ah, good ol' daylight saving. KILL IT WITH FIRE!

  • If it is worth pirating, it will be pirated. No protection will prevent that, sadly, short of the most extreme and draconian protection schemes.

  • [quote:7zwa6tut]deadeye

    Posts: 1999

    Deleted a few posts lately?

  • <img src="http://dl.getdropbox.com/u/629300/prototype.png">

  • That is because "mouse is down" condition triggers continuously as long as the mouse button is down, thus starting the animation over and over and over each tick.

    Add "trigger once while true" condition or use "mouse button pressed"

  • Was googling for game development software, I went through game maker, mmf, torque and all that stuff until I finally found what fulfilled my picky criteria - Construct. The criteria was simple - easy to use, no scripting language (as my programming skills are at the bottom), powerful, modular and - free.

    So, yeah... Hi!

  • Hmm, you could use "is overlapping" condition and move the object while it is overlapped. If the box seems to jump, be sure to use a TimeDelta multiplier; it will move a tiny fraction each frame then.

    Like:

    +Player is overlapping Box

    Set Player speed to half

    Move box at player's speed into player's angle

    That would make the player character move slowly when overlapping the box while moving the box. When you stop, the box is moved just enough to stop overlapping and then stops.

  • <img src="http://www.artie.com/20001014/arg-exploding-head-guy-lg-border-url.gif">