Mulkaccino's Forum Posts

  • Awesome Lucid! Do you have a background in mathematics per chance?

  • In C2 there is a 'Add blank sub-event' added to the right-click menu of events. You can create a blank sub-event and then paste your cut/copied condition. It speeds things up nicely over what you'd have to do in Classic Constructs system.

  • Will your game be on a single platform like Streets of Rage or Final Fight, or will there by vertical movement like Double Dragon? Vertical movement, such as how the enemy's in Double Dragon climb up and down ladders to get to you, will require more complex AI.

  • I'm sure this discussion is going to be taking place a lot of the next few days. I'm glad he's no longer out there. I totally understand feelings of vindication, retribution, relief, closure, and a sense of victory etc.. But when I think about a bullet **self-censored** **self-censored**, I'm also met with a bit of remorse.

  • Newt,

    Thanks for taking the time out of your day to explain it all to me. It was exactly as you said, I was thinking in terms of then instead of and. I can't believe I made it this far in Construct with my flawed logic. Thanks for the clarity!

  • Hmm, it still deduces to the same thing in my head. I don't see how Construct is differentiating these two trains of logic:

    Scenario 1

    Pick objects On Collision

    of those objects, Pick those that are flammable

    of those objects, pick a random one

    and

    Scenario 2

    Pick those that are flammable

    of those objects, pick objects On Collision

    of those objects, pick a random one

    If what you say is true, than in Scenario 1, all flammable objects are being picked despite what was picked in the collision, why in Scenario 2 wouldn't all the collision objects be picked despite what was picked in the flammable condition?

  • Awesome Newt, thanks!

    Picking is my nemesis because I tend to be a visual person, but it's slowly coming together for me. It works but I'd like to make sense of it. The way my brain thinks about it, in order for the action to fire, all the events have to be true, which in this case they are. Why does switching the collision event and pv event make it work?

  • Hey all.

    I'm not 100% sure how to do this some I'm looking for your guidance.

    I have an object "Spark" that is randomly generated inside two or more overlapping instances of object "Wood." I only want one of these instances to be picked to do events. I thought "pick random" would after collision picking work but it's picking a random instance out of all the available instances instead of the ones currently picked by the collision event. Is there a simple way to pick a random instance within the instances already picked?

    My code that didn't work:

    object Wood On Collision with Object Spark
    object Wood private variable "Flammability">150 
    object Wood Pick one at random
    ---->object Wood Set private variable "isBurning" to "Yes" [/code:3olo4sos]
    
    I tried putting the "pick one at random" in a sub-event it it didn't work either. Can you help only one poor wood get picked?
  • Sounds pretty nifty on the capabilities side.

    On the physical side, the controller is horrible long and while the styling is quintessentially Nintendo, it represents a pretty ugly side of Nintendo. If that was a true Nintendo mock-up, hopefully their industrial and ergonomic designers get a hold of that before it's pushed out.

  • This thread is making me nostalgia hard.

  • I don't hate Sundays, I just wish I could bring my laptop into my office job so I can keep on working on my game while getting paid to wait fro important sale #XYZ to come across my desk. I do dream of game creation and some other contractual type business being my source of income though.

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  • I'd love a system with immensely fun and interesting games that don't depend on Modern Warfare 3-type budgets can thrive.

    A new console with slightly better than XBox360 level graphics, a cheap price (for consumers, developers, and manufacturers), a moderate-to-stringent level of acceptable game quality, a liberal level of content variety, and a manufactured community where "fun-factor" is placed over "wow-factor."

    I want a Nintendo PSX360+ running Steam with better indie support.

  • I always use inverted not equal to. It's more visually consistent with other conditions that can't be compared with "not equal to."

    I play Company of Hereos, by far my favorite modern game. I bought Starcraft 2 as a replacement, but CoH just kills it in terms of complexity and strategy. I still play Twisted Metal:Black for the PS2 as well. Great difficulty and excellent game design.

  • Lucid, that's awesome! I look forward to being able to use this in the future. Character proportion is my biggest issue with art design!

    I'm curious, can the model be rotated on the z axis? Even on the 2D plain, it's nice to be able to make a crouching person's knee look like it's bending towards the player. The lack of this is one of the limiting features I've found with other (and more basic) stick-modeling freeware.