Mipey's Forum Posts

  • Looks interesting. I can't find anything about foreign submissions, though; they seem to be based on US, there is nothing written about say European, Australian, Asian or Antarctican developers. I have sent an e-mail to them inquiring about that. I'll drop a line here should they reply!

    I am kinda intrigued. One level demo, hmm...

  • It is NOT fixed if antialiased text still consumes abnormal amounts of VRAM. You just used a workaround.

  • I believe that Python support is being rewritten.

  • First, you have a private variable named HasKey. Default value would be 0.

    Second, when he picks the key up, add 1 to the value.

    +Player is overlapping Door

    +Player('HasKey')=1

    Next Layout

    Basically, you want both conditions in the same event; when he is at the door, check if he has the key and allow him passage if he does.

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  • I wouldn't use a layout-in-layout thing... instead, add another layer on top of layout 2, set its scroll rates to 0, put GUI elements onto it as well as the minimap. You can play on Layout 2 then.

  • You can make them with existing objects and a private variable that you change depending on circumstances (such as health). Text object to display number, sprite (with different animations) to display a changeable sprite or tiled background to display a bar etc.

  • I like your style! I hope to see more of it in the future.

  • Major projects aren't a joke, too many would-be game developers jump into the shark pool. Not everyone can make out of the pool alive

    The RTS is quite a demanding project - just ask Ashley, he's been working on his pet project for how long? And Jesse guy who runs Construct Corner, he's been doing something RTS wise, I believe. But those two are programmers.

    It is easy to come up with ideas and artwork, but actual implementation is not that easy. You need a solid framework to use as a foundation for the project - a stable engine that you can expand and work with.

    Why don't you look into existing RTS engines? There are quite a few open source engines out there, you just compile them, learn how they function, then proceed to implement your own modifications, story and artwork.

    A real RTS is nothing to sneeze at. No sane artist or programmer will join you as long as you only have your head in clouds; they want to see some solid foundations - they want to see that you are standing firmly on ground before they decide to dedicate their time and resources to YOUR cause. Until then, they're happy risking on their own projects.

    We don't mean to kill your idea - we are just saying that it is not prepared. At the moment it is nothing but an idea in your mind. We can't work with that. Nobody can, really, nobody is willing to take on a job unless they know exactly what is it that they are doing.

    I suggest that you start small, make a simple RTS. Once you get a working prototype, you have an idea of the process already, you know the limitations and such. Once you conquer that, you can think about more complex games.

  • Hello,

    if you are interested in game development and production, if you are full of ideas but don't know where to start or you are just arming yourself with useful knowledge, then I suggest you check the following site out:

    Game Design FAQs by Tom Sloper

    You won't regret it.

  • I suggest you should read this excellent resource on game development and production:

    http://www.sloperama.com/advice.html

    Read it. Seriously.

  • I've got tons of ideas that I would like to have a team for. But I realize that I have to put effort into it myself if I want it to get somewhere...

    So, what are YOU offering? Have you done anything so far?

  • Wait, wait... So, you want us to make a game for you?

  • Since Edit Box object is a Window control that tends to screw many things up (such as locking focus, thus blocking certain behaviors that read keyboard input), I have come up with a simple alternative that only requires MouseKeyboard and Text objects.

    Note that it is very basic, it is just a proof of concept.

  • If you want to control it, then I would suggest using Timescale(); adjust it as necessary when your frame rate lowers. Just an idea.

  • Blue pixels would be microbes, I believe.