Mipey's Forum Posts

  • So, yeah, I somehow got Construct to work, but not without issues:

    <img src="https://dl.getdropbox.com/u/629300/w7_error.PNG">

    Since Windows 7 are going to become the next standard (like XP replaced 98), I guess it would be wise to make Construct conform to Windows 7 a little. But let's wait a bit, it is just a release candidate still and maybe Microsoft will wisen up about some things...

    Hopefully.

    Anyway, bring 0.99 on!

  • Yes, the **** is a must. Er. I mean whip, yes, whip is a must!

    And snakes. Don't forget the snakes. Make Indy's life miserable.

  • You need some persuading power. Here, take this:

    <img src="http://www.pladvertisingspecialties.com/promotional_kitchen/promotional%20kitchen%20pics/fly%20swatter%20bsr1.jpg">

    Okay, sorry, currently I am unable to look at your cap, however I can tell that you're having issues with picking. You have to be aware which instances are being selected. I'm sure someone else can shed more light onto this while I wrestle with Windows 7 here...

  • Okay, so I've installed Windows 7. So far so pwetty, but as I tried to run older projects (compiled games), it asked me for DX9 August 2008 release.

    DX11 is not good enough?

    Edit: err, this should be in Help stuff...

  • Hmm... Texture projection comes to my mind. Take the original sprite, terrain, a 'shadow' sprite that is basically a reflection or something. Project the 'shadow' onto terrain based on relation between the original sprite and terrain. That's how shading is done, at least... but it could be done the same way for reflection; put 'shadow' onto the original sprite and use some height mapping stuff, then project from surrounding stuff.

  • The developers are still studying, I believe. Once they graduate and stuff, they'll no doubt be snapped up by major developers or start something themselves (a premium engine). With Construct they're getting the invaluable experience, which is worth more than any amount they could charge for the project. As a free tool Construct also covers a wider user base, gets more spotlight etc.

    They'll make a living in the future, no worries. Construct is just paving the way for them.

  • Y'know, each country has its laws and stuff, how would they go about transactions? How to handle taxes? And all that stuff. Money has a ton of paperwork waiting to be triggered as an avalanche; if you miss one single paper, you risk big trouble.

    Or maybe my worry is a bit unreasonable?

  • You can make your own tile engine in Construct - or anything else you desire. Just gotta know your way within Construct.

  • Hmm... Looks like the Kongregate model. It does sound interesting, however I'm worried about legal implications.

  • Wouldn't it be cool if it picked from random Google image results (any images of size 128x128 or smaller)?

    All gems and trash of the Internet as invaders! (If you don't want to see stuff like ******* you probably want to use the Google's family filter ).

  • It was more that he blatantly assumed that we all are stuck up programmers... which is only true for FEW members of the community. Most of us aren't even programmers, otherwise you'd see like 1000 plugins for Construct

    So, just because we, non-programmers, are fine with common technical jargon such as 'variables', he goes out to call us programmers... what an insult!

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  • That would be a separate thing then, no?

    Anyway, while jumping, you can still check for the 'position' in order to detect collisions - top Y position of the shadow, for example. If it matches with the victim's shadow position (within range), the FALCON PUNCH would land into delicious meat. That's so you can't kick your opponent's head while you're on top side of the room and he's on bottom side, when their sprites overlap.

    Yeah, you've gotta think of all situations like that and decide what is the best solution for you.

  • From what I see, you actually move the shadow, so you just make sure the shadow doesn't move past the black line. The character himself is just there for visual tricks.

    That's what I'm guessing.

  • Also, if you are lost at what to do at the beginning, there are those tutorials. Some are bundled with Construct, others are available on wiki and forum. I think deadeye's platforming tutorial is pretty comprehensive enough.

    The stuff like 'layer', 'variable', etc. are all industry terms, naming them differently would only create confusion, which is what we want to avoid, yes?

    Of course more steps need to be made to make Construct more intuitive to the beginners, but I don't think renaming everything is the way.

  • We use standards in the industry for a reason; feature naming convention is part of the industry standard and is not harmful in any way. If a beginner sees all that techie mumbo jumbo, he'll learn them and - hey, what do ya know, make a step further into the industry!

    You may call your apples "jonagold" or whatever - they still are apples. Variables have been variables since the human started solving equations.

    I'm no programmer either, however from the game design standpoint it makes sense to familiarize with those industry terms. It is easier to, say, read design guides on the internet, for example pathfinding algorithms. How would a total newbie go about it if they didn't understand any of it? Now, if they know what a variable is, they see it occurring in those algorithms, which makes it easier for them to understand.