Mipey's Forum Posts

  • DX9 games work fine in DX10 and DX11. You just have to download the missing optional libraries, that is all.

  • Statement of agreement.

  • x = x + 50 would work, just make sure it is not a continuous event, otherwise it will zoom out of screen within a few frames. Trigger once, key pressed etc. are proper triggers. Move at angle is fine, too. It is basically like this:

    x = x + cos(angle)*distance

    y = y + sin(angle)*distance

  • Talking about a showcase of Construct's abilities... have you lot played Plants Vs Zombies by PopCap?

    It is genius. It takes a very simple tower defense game, its brilliance lies in the polish and minigames. There are many different variations of gameplay within the game itself. Hell, there is even a zen garden mode, where you just water plants and stuff!

    Perhaps if the community project would have something like that; take basic gameplay, polish it and introduce different gameplay variations. Since it is a community project, each of us could work on our own variations, which, once polished, would then be integrated.

    It just needs a solid base engine and gameplay elements. Not necessarily tower defense - the genre is a bit thick at the moment.

  • They can't be hit? I couldn't figure the controls out, just movement and jumping

  • Motion blur isn't equally supported across all platforms. In most cases, it bogs the system to a crawl. Deadeye's computer isn't the best, neither is mine.

    In the future, make motion blur an option.

  • Here is a question. If you use 3d mesh - that is, it spans multiple Z - how would you do 3d collision detection? It'd be very tricky, no doubt.

  • Does it matter? Most games are windowed nowadays, since desktops usually have a large resolution.

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    • blow the thing up
    • paste the hole into a freshly spawned sprite
    • is overlapping solid AND hole sprite > keep moving

    Just an idea.

  • I wonder who fails harder - them for the 'discount' or the people who actually bought it, thinking they saved money...

  • Why not just use 2x2? That'll use as much VRAM as a tiny peck of sand uses up space on your courtyard.

  • Still have to install the optional DX9 libraries which aren't included in Vista/7. But the installer takes care of that - if you click 'yes' on DX9 installer popup as well as VC2005 redistributable.

  • So, 0.99 is here. When are we getting our tonky goodness?

    ~Mipey

  • Hmm, I would do it differently myself... Scale the zoom accordingly to the distance between two ships. Zoom in when ships are close together, out when they're apart. Use distance(x1,y1,x2,y2) expression with a multiplier, tie the zoom level to that and fine tune until it stops causing motion sickness.

    Also, I suggest looking at http://apps.sourceforge.net/mediawiki/c ... Time_Delta - Time Delta is an expression that lets you scale stuff gradually, independently of frame rate. So, where you have Zoom=Zoom+1, you'd want to replace the 1 with TimeDelta*zoomspeed

  • Awesome changelog! As expected, the 3d box demo was messed up, but that is no biggie; we've got 3D sprites now! A few of my projects were messed up, but most are fine.

    For now, I've found one broken thing: Canvas. Draw line doesn't draw as expected.