Phobos002's Forum Posts

  • I have the same issue when I was trying to make a level editor. :(

  • Construct has a steep learning curve, but once you get used to it making simple games becomes a breeze. Larger games are only a little harder but very time-consuming with debugging and setting a direction for it. In short, construct is a lot better than MMF2 and I recommend it to anyone wanting to make 2D games.

    You will love it! :)

  • I'm on a 8800GS and I have the same problem.

  • Been looking for this post forever

    I dont have MSN. Do you have something like Steam or Gmail?

  • Actually, if you use [AppPath & "(ANYFOLDER)\mysound.wav"], you can expand it to any folder(s) in your game. :)

  • Lol, thanks!

  • I get this error when trying to do anything in construct if my PC is up for a while. I don't know what the problem is (Getting 51% RAM usage ATM), but I don't think Construct is getting most of the memory available.

    Does anyone know what the real problem is, or how to fix it? I'm stumped, and have had this issue for a long time now.

  • >

    > > How could I have it so the HUD doesn't rotate as well? (Rotate camera without rotating HUD?)

    > >

    > > I would love to know how to do that!

    > >

    >

    > You'd have to rotate the other layers individually using system > layers > set layer angle

    >

    Maybe an easier way is to just rotate the HUD layer instead (so if the whole thing is rotated at an angle, rotate the HUD layer in the opposite direction eg: game is 180 degrees, hud is -180), that way you only need to rotate one of the layers.

    Good idea! I forgot it had that. -_-

    Now if only construct was working okay. New thread about this situation soon.

  • How could I have it so the HUD doesn't rotate as well? (Rotate camera without rotating HUD?)

    I would love to know how to do that!

  • Xaudio was/is a major pain, but I don't understand the "alias" part with the Audiere plugin. What is this "alias" supposed to be written like? Can someone post some lines of working events that make a sound file play with the Audiere plugin?

    Its the name you give it for later use.

    For example: I have a "Jump" sound. I would name the Alias "Jump".

  • Awesome, Ill keep that in my bookmarks.

    Also, I'm making a dodge survival game for now, so I can apply this later

  • Hello, again. I was wondering how one would make a procedurally generated level on loading the layout? I know there are many ways to do it, but I just cant think of any way of how it might work! I've looked it up on Google many times, but never found how it works.

    Think about Towerclimb, for example. It's made to not be impossible, and has most of its items intelligently placed when you need them. I assume it creates in rows, but how does it determine what goes where and when?

    Be as in-depth as you'd like, the more the better! (Just don't get to complex, please. xD)

    (By the way, Labyrinth's level generation (for the One Buck challenge) was ENTIRELY random. It just placed blocks and made them overlap so that they form some sorta cave. If it wasn't possible, it was ditched and a new one was made. I know that's not proper, and that there has to be a better way to do it!)

  • What I did for TimeScaling objects only was to set its speed to Object.Speed * TimeScale or dividing if the other way around.

    But this looks alot easier, and just gave me an idea for-

    OH GREAT NOW I WANT TO MAKE SOMETHING ELSE INSTEAD OF WHAT I AM DOING AGAIN. UGH.

  • I have been working on this since June 14th. I am quite happy with the results, and might continue to develop it!

    http://dl.dropbox.com/u/21499454/Games/ ... yrinth.exe

    You must find the exit in a randomly generated maze from hell!

    Screenshots:

    https://www.dropbox.com/gallery/2149945 ... h?h=3fa852

    Every 10 levels, something new is added, which will change the way you play slightly.

    Have fun :3

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  • Not that I know of, but the objects limit is around over 10000+. I'm sure Ashley knows the answer to that.

    Also, making one BIG level could take some time to make, and/or cost in performance. Creating an Occlusion Culling system, such as saving the level in an array, destroying off-screen objects, and putting them back in place when the location is on screen.

    A cool way to make BIG levels quickly is to make an algorithm of generating all aspects of the level; Spawns, Buildings, deserts, whatnot, then saving your favorite generated level and using it in the game.

    This is all my opinion though, and I am not as experienced with Construct as some users here. I'm sure the others would give much better advice than mine. xD