Mort's Forum Posts

  • For me, that new version crashed the moment I run it and says "Construct encountered an error in the display engine. The error code was 0x8876068c (An invalid call was made.)"

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  • I get the same problem that Attan described.

    But if I change the condition from 'single clicked' to 'either single or double clicked', it works fine.

    Even though the behaviour of single click seems weird in this case, it's probably the intended behaviour. (I can see cases where you'd want to differentiate between a single and a double click on an object... and in that case, you wouldn't want to have both clicks of the double-click also registering as a single click. So it makes sense to have conditions where you look for the input of one click alone, two together, or any click.)

  • I think to reinvent adventure games, you'd need to make one where:

    A) There are multiple, LOGICAL solutions to the problems you face

    B) To solve problems, you need to act like a human being, not a kleptomaniac packrat.

    Unfortunately, reducing the amount of obscure inventory puzzles would drastically shorten most adventure games (therefore annoying people who want time for money) - though if you made the game less linear, there might be more replayability.

    Or you could go the other way and make it *more* linear, so that the player can't wander to the wrong place and miss the solution. The Several Journeys of Reemus turned out well along those lines. It's still a reasonably traditional adventure game, but the amount of objects you can interact with is drastically reduced - each screen is stand alone and you're not carrying around a ton of crap. So you know that you have everything you need to solve a given puzzle, you just have to work out how to combine it.

    (Still sometimes has the annoyance of not noticing a small object that's crucial to solving a puzzle, though. Rgghh.)

    (http://www.kongregate.com/games/zeebarf ... -chapter-2)

    I suppose the real problem with adventure games is that you can't crank up the difficulty to increase the length of the game (at least, not without making it a bloody pain in the arse).

    In platform games, if you make it difficult, there's a kind of fun associated with that. You die again and again, improve, learn more about your character's abilities, figure out attack patterns, and finally succeed on your own merits and feel good about it. You play a lot and get immersed in the game.

    Whereas if you make an adventure game difficult, people say, why the RIGHTEOUS HEAVENLY HORSESHIT would I think to use the herring as a lockpick?

    (Yes, that's actually happened to me in an adventure game.)

  • I'm afraid to click on Newt's link.

    (Anyone looked at it yet?)

  • That first video you linked to was hilarious.

    But probably not as hilarious as $90 for Pit Fighter. I'm as retro nostalgic as the next guy, but my god, there were some appalling games in the 80's.

    (And the difficulty curves! Anyone play Battletoads? Scratch that, anyone finish Battletoads?)

  • Wow! If we get a time reverse behaviour, I'll feel almost obliged to make a platformer/puzzler around it. You can't *not* use something that cool.

    (Even for people making traditional platformers, the behaviour could be useful as a way to let the player retry difficult areas without breaking the flow of gameplay - like in Prince of Persia: Sands of Time.)

  • Hell, I need to start using loopindex like that. I can't believe most of the work fit into one event.

  • That's amazing. I had no idea distort maps were so flexible. Never would have thought that you could use them to make a gradient mesh, either! Thanks for posting this.

  • That's really cool!

    I increased the length of time stored to around 40 seconds without any slowdown or problems. I'm sure there's an upper limit on how much you can store in the List object, but it must be pretty big.

  • ...or alternatively, set a minimum FPS (in the same options area). This avoids problems associated with overriding TimeDelta, since it doesn't tie your game speed to your refresh rate. 60 seems to work well!

    Of course, you're still going to get slowdown where you would have had glitchiness before - but if you're overloading the computer, it has to slow down or skip stuff, those are really the only options.

  • Looks like I won't be able to make anything for the challenge after all - girlfriend needs help.

    But here's an interactive particle waterfall I prepared earlier. Use the circle to push droplets around!

    http://www.mediafire.com/?wu4j5dtttub

    (Re cloud world particle effect: that looks awesome! But my computer hates it.)

  • Submit to the tracker, maybe? I've never seen a Python-using cap in the uploads forum before, so I'm assuming that we're not really brimful of knowledge about it. (Am I right, guys?)

  • It's on!

  • I don't know how to do that using trigonometry like yours, but here's a pretty simple way - you put the circle in the center, then move it towards the end and top of the box, all within the same tick.

    PS: Deadeye is right, I think - it might be simplest to just place image points at all four corners and use those.

  • The ending is really fun.