Mipey's Forum Posts

  • Seems one needs the Advanced Camera plugin to open this cap.

    Oh well, I can only speculate at this point. If the bullet is duplicating, then it must be a duplicated trigger, event or action. It may not be always apparent; are you using two instances of Mouse and Keyboard object? Only one global instance is enough. Next check any conditions related to firing; perhaps it is allowing two triggers before it clams. Then check actions, sometimes it is not apparent but some people mistakenly duplicate the spawning event.

    Moreover, check if the bullet isn't in a container with another bullet, though that sounds silly by itself - objects cannot be containers of themselves.

    Just a few tips to tide you over until someone with the camera plugin can dig in.

  • Think pacman movement.

  • Actually, roofs, treetop and stuff could be drawn on layer above, only including obstacles on base layer (where player is located). So, you'd use two-level array (or more if you include more levels). Then you draw additional stuff on these layers with offset, turn on/off for visibility etc.

  • I've not been using Perlin Noise because I'm not really working on any projects right now, the month being November. Busy NaNoing

    But yeah, the plugin you propose would be immensely useful, not only for dungeons, but for other applications - imagine a randomized town, for example.

    So looking forward to your plugins after I'm done with my novel!

  • Isn't there a way to bypass the problem? Is that feature really necessary?

  • Split your sprites up into components - body, shirt, lolpants and turban. You could choose the tone of skin, different color combinations of clothes etc.

    Of course that means you'd have to do exact animations for all parts.

  • There are certain issues with copy&pasting between projects, so I tend to avoid it where possible. Copy&pasting graphics etc. is safe, but events, objects and stuff aren't so safe.

    I tend to create a project template, barebone .cap, which includes the basics that I repeat a lot, then I create new projects from that template.

  • Sprite for custom pointer appearance, slap mouse behaviour onto it and there you have it.

  • I, for one, welcome our robot overlords.

  • Isometric support could be introduced in form of a plugin, should there be a brave plugin developer willing to dive into isometric waters.

  • Strange, I just did the same and it works fine.

  • You need the optional package, August 2008 I believe. That one is not included with general 9.0c package.

    The proper package is included with Construct install, did you allow it to install DX9?

  • Ugh, do I have to repeat myself? I don't really see the need for future incarnation of Construct to constrain itself to older platform which already is covered by current release.

    I mean, are you going to buy a new car that is just as fast, albeit a little more efficient as the old car? Or are you going full out and buy a new model of the car, that'll go even faster and further?

    Another example: Are you going to buy a P4 computer over Celeron? Or would you rather buy a Quad-Core?

    Let's think ahead here a little... multi-cores are getting cheaper each month, even I could affort myself a dual-core AMD Phenom and I'm one of the most strapped with money around here. This machine runs Windows 7 without a hitch; heck, RC worked well on old computer anyway, which was Celeron 2.4 GHz.

    In Construct's case, we can't afford to keep making small steps while everyone else is far ahead of us and gaining.

    Construct 1 for XP, Construct 2 for W7/modern platforms. Hell, Construct 2 could feature even multi-threading support, how awesome would that be?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Really? I kinda prefer if it all is as seamless as possible. Loading delays just annoy the heck out of me.

  • Directly at start of the layout, throw up a loading screen (layer, whatever). Then, on next tick, start loading stuff that takes time.

    That is of course if you have the game manually build the layout up, rather than have everything added at editing time.