Mipey's Forum Posts

  • Australia comes in first, Canada second

    That is what she said!

    ...

    Sorry, couldn't resist it, you left yourself wide open

  • + Repeat target.Length times

    Set Text to Loopindex

    But yeah, what you describe could be useful to everyone out there!

  • I believe Attan was being sarcastic (apart from the ActiveX comment).

    Yeah, I too am all for waiting for 1.0 before asking for such addition, EXCEPT for bloody needed features (such as tcp/ip). The rest, such as portability to other platforms, is not really feasible at this point. I believe the devs have it planned for 2.0, though.

  • I think that key presses have a certain index number, like 64 and so on, alphabet and numbers have a certain range. On key pressed, read the index (not sure how to do that), type that letter out - without having to do an event per each letter.

  • I've seen quite a few cases where people simply copied other games to make money on portals like Kongregate. It is becoming a trend. If you aren't creative, but know how to code, just steal a game idea.

  • Ah, Windows controls (edit box and stuff) tend to steal the mouse focus. That is a known issue. Windows controls don't mix with DX9 runtime too well.

    Solution? Make your own edit box with events. :s

  • Into the "On mouse down" add "Every x ms" condition (find it in System object)

  • + Ammo equals 0

    Set Timescale to 0 (this pauses the game)

    Pop the dialog box (you'll have to write events for that yourself, normally it is enough to pop a Panel object and draw text on top, with some pictures)

    ++ Answer is correct (condition to check whether the player answered correctly)

    > Set Ammo to 100

    > Set Timescale to 1 (this resumes the game at normal speed)

    > Destroy dialog box (a little cleanup)

    ++ Answer is incorrect

    > Ridicule the player (next time Ammo will still be 0, so another dialog box will appear)

    > Destroy dialog box

    In a nutshell.

  • Per-pixel checking is going to be very slow. If object is fully obscured, then you can solve it faster with the bounding box check. Partially obscured objects are still partially visible!

  • Dumping the whole frame buffer into an image would work?

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  • Congrats on your job

    Just by the way - you can move objects manually, if there is no block or wall beneath them, they'd move down until they hit an obstacle. That's basically "if not overlapping block/wall down south, move down by 10*TimeDelta pixels". Don't forget to fix their position to the neat number when they ram into wall/block.

  • Think it depends how fast the object moves. If you just use +1 offset and your object moves more than 1 pixel per frame, then yes, you'll find yourself in a fix. Because by that time you are well within the wall already, as you turn around and check for offset, you are still inside.

    To be safe, factor movement speed into offset value. Or just move the object just outside the wall before turning it. It looks like ramming into the wall, staggering and then turning around.

  • I don't see how they remain afloat by doing such a scheme. Advertising?

  • I haven't actually checked the cap - not installed Construct on this new machine yet - but I can offer a few tips. It is best to try and start organizing your code as soon as possible, because it is only going to get much messier

    What I generally do is create external event sheets for each feature - one for game menus, one for actor movement, one for AI, one for sound&music etc., you get the idea, just include them when needed.

    Also, it is an idea to reuse an implementation as much as possible, make everything modular so that you can reuse them again. For example, instead of using different and complex sprites for actors, have a basic actor (sprite) that has all the basics, then base player and NPC on it. That way you have more control over them; moreover, you can hijack the control from player and manipulate the player character around, like in cutscenes! All you have to do is change a variable. You can even make enemies playable, too!

    Don't be shy of event groups, either. When you have a feeling that the chunk of code you are making won't be used much, consider putting it into an event group. That way you can enable/disable it as needed, thus lowering the overhead (the runtime skips over disabled groups). Moreover, they make it easier to make sense out of the whole sheet! (Try saying that quickly. Heh.)

    Use placeholders ('dolls') for everything until you have basic functionality, then polish it up! It's fine to keep things really simple at the start, first you want to make it actually work!

    Split your project into different sub-projects - graphical interface, gameplay, story etc. and work on one at a time. Try not to mix them too much, or it will be difficult fixing a thing or couple.

    Don't lose your sleep and time on the look and feel - placeholder graphics (programmer's art) are fine. Braid started that way, it looked **** ugly until its developer felt it was done and hired a pro artist. Look where Braid is at now! Basically, you want functionality first, art last! You can replace those colored boxes with state-of-the-art sprites later. Just remember any limitations (size, length of animations etc.).

    Try to use finite state machine, too. Each object in the game should have a state, which says what the object is doing, like if "Player" is "Walking", "Walking and shooting" etc. - you can then have a separate event sheet pick those states up and play appropriate animations/sounds. Easier than throwing a bunch of events together and bloating the sheet up!

    And, most importantly, don't give up. Even failures are good, because you always leave with experience! Your next project will be all the more smooth.

  • You probably should fix those DropBox download links - anything that starts with https:// doesn't work for the public, because it requires authorization (it is meant for users, not visitors). Use the public link

    I like Dark Story for the style and Rich Adventure gave me a laugh! The rest are pretty good, too!