ome6a1717's Forum Posts

  • no its really better to have TWO ssds; one for the OS and one for everything else

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  • I'd like to develop a multiplayer game for my next title, and although I don't know much about it, I'm wondering if it's easier to create a game and THEN add multiplayer, or start the game implementing multiplayer as you go.

  • spongehammer - great thanks!

  • I use multiple frames for static objects and set the speed to 0 for scenery and other types of static objects. Is there any problem in using additional "in between" frames that are nothing but 1x1 empty pixels?

    The reason I'm asking (in case you're wondering) is that I'm setting the frame of a specific sprite to a specific integer in an array, but some of the numbers are skipped and have no value (ie if you have 0-10, and it skips 11; 11 should be an empty sprite otherwise anything AFTER 11 will be the wrong image)

    Hopefully I'm making sense?

  • PhoenixNightly - interesting concept, but what if you wanted to take it one step further and make it so you could also pass the first stair (ie go behind it)

  • I've been wondering this myself - I've personally done something similar to whereas I put a jump-thru floor as the stairs and a bit of the upper level. I then made it so when you pressed down or something it did the "fall through" function. But I'm sure there's a better way to do it.

  • Hi All,

    We're looking for someone who has good experience designing interesting levels for an action-adventure platformer. This position requires no necessary art from you, as we already have an artist on staff (unless, of course, you feel inclined). Total of ~16 stages (large stages, however; think 20,000 x 20,000).

    Please contact me for more details with any examples of your work, if applicable (PM or reply here will contact information will suffice)

  • ome6a1717

    I had made a plugin which could start with fade-in or fade-out then stop audio.

    rexrainbow

    AMAZING!! This has saved me such a headache; thank you! The only thing is the seconds of fade-out seem to not be completely accurate. I did a 1.5 second fade and it almost faded immediately, so I did the extreme 10 seconds and it seemed to take 2 seconds to fade. Regardless, this makes my life so much easier!

  • I'm not sure if you can add to pre-existing stock plugins, but I'd personally love to have an audio action/expression to fade in and out of a specific tagged audio file. Also assuming there would be no performance difference (other than download size), it would be WONDERFUL if music were to use WAVES instead of ogg or mp4 for PC products.

  • volkiller730 - the problem is that I want them on over 15 layers. Not even my computer could probably handle those kind of effects on that many layers.

  • I have a glow/contrast/hue/brightness effect on each layout in order to not have them on every layer, but I'd like to exclude them on UI & other menu/text-type layers (since all the values will be slightly different). My originally idea was to just leave the glows at the same level for each layout and add hue/bright/contrast on all UI & text layers to counteract the layout effects.

    Is there an easier way to do this so I can put an effect on the layout, and have it not affect specific layers?

  • Personally - I do similar to what Chupup Games is saying, but I follow strict guidelines everytime:

    Enemies ES

    Main ES (used for specific events that will be included in EVERY level)

    Combat & Movement ES (used specifically for player combat and movement)

    Global Variables ES (used for ONLY global variables; makes finding things easy)

    Cheats ES (everyone's got to have cheats while testing , but honestly this makes it easier to release your game without thinking "did I disable all the testing shortcuts I made...?")

    Functions ES (ONLY contains functions)

    Menu ES (all menu functions)

    Then for each stage type I'll have an ES, so if you have 10 layouts of "Ice Stage", I would have ONE Ice Stage ES and put everything in there. It's the cleanest way to find things without having a single event sheet.

    Hope that helps!

  • matrixreal - the second one - the first one checks every tick if its overlapping and only does the actions every x seconds, where as the 2nd one checks is overlapping every x seconds.

  • Ashley - perfect. thank you!

  • If you put:

    every x seconds

    enemy is overlapping player

    Will it use the collision cells even though it's not the top event? If not, how would one do a "check overlapping" less often than every tick while using collision cells?