Mipey's Forum Posts

  • They won't kick you unless they're one of those schools that are tangled with Microsoft... y'know, if the headmaster is receiving some cut from the big Microsoft cake baked at the school, he might remove you forcefully if you ever suggest using some OTHER software....

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  • Or a condition that checks whether there is any of the objects (say, 'Celestial bodies' family) is between points A and B. That should be an efficient solution.

    Hmm, maybe draw an invisible line between Light and tested position, whenever it overlaps any of the objects, it would mark the position as 'shadowed'. I'm going to try that now.

    Edit: If only there was a "Rotate around position" action...

  • This is just a simple demo of shadowcaster behavior in tandem with Light object. Move the light, watch the rotating planet and moon's shadows...

    Is there a way to detect whether an object is overlapped by the shadow?

  • Snow is a change from the tedium, it brings something new to the boring day-to-day life... a challenge. It spices things up.

  • That would come out roughly as:

    "Once upon a time, in a land far, far away,

    a brave not-so-young hero had stumbled upon an artifact of immense power!

    Woe is the hero, for he rubbed the artifact not once, not twice, but many times,

    yet grant his exact wishes it would not!

    Where he wished for women, he got bitches;

    where he wished for drinks, he got water;

    where he wished for riches, he got a Construct developer!

    Thus our frustrated hero howled at the artifact."

    Moral of the story: just keep rubbing, eventually you'll figure out how to make it grant your exact desires.

  • Aren't they removing the UID in future release? As an alternative there is the Pairer Object, which should work for situations like that... or so I am informed. When you create object C, pair it to the object A and pronto.

  • You can customize the Quick Access Toolbar I myself have it set to include the 'Debug All'.

  • Stumbled upon this:

    http://www.love2d.org/

    I don't know what to think... but from what I've been able to discern, it is a 2D game engine that you can create games for through LUA scripting. Far from being Construct, but that particle demo is neat!

    When I despair over difficulties I am having with Construct, I need only remember what alternatives are out there... no event editor!

    Yeah, I'm working harder now!

  • That is good news!

  • I heard about an ice berg with mother polar bear and her cubs floating up the Thames!

  • Those are his children he's babysitting while Big Momma is out shopping.

  • Why do people spray graffiti over walls?

    Expressing themselves. The same with virus makers, hackers, graveyard and streetlight vandalizers.

  • If I were to use a grid (tiled) map, what would be the most efficient implementation?

    So far I've been experimenting with the array object. It is robust enough, within each element I can store specific tile data even on Z layer (sky/ground/underground). Fine and dandy.

    Now, the problem arises when I try to populate the layout with those tiles or their graphical counterparts. If I create an instance of tile graphic for each given tile, the number of instances quickly rises into hundreds! Soon you have thousand objects on the layout. I highly doubt this is the correct approach.

    For example, on 640x480 layout with 32x32 tile size there would be 20x15 tiles, which amounts to 300 instances. Now imagine I add flavors, such as transparent objects, terrain features, NPCs on top of all that.

    Surely there has to be a more elegant way? I intend to build a game map of 100x100 tiles, smooth scrollable and all that. Now that is a scary amount of instances...

  • Quite useful! Just a minor annoyance that it creates a block if you misclick the value... I said minor.

  • Examples by category, eh? That'd be neat indeed.