PixelRebirth's Forum Posts

  • That was an easy fix.

    Just remove the OR from the following event:

    <img src="http://img177.imageshack.us/img177/687/zombieprobke3.png">

    You should be fine now.

  • Just change the last event. Replace the ELSE condition with

    Houseitem Value 'active' Not equal to 1

    and it will work.

  • No problem. Zombie games need to be supported you know.

    Don't hesitate to ask if there's anything else you need help with.

    Looking forward to dismember some dead meat.

  • That's a nice start!

    I changed a few things in your cap. You can only pick up one item at once now.

    I added another global called Marked and a private variable of the same name for the playerbox. The variable stores the UID of the first object it's overlapping and won't allow another object to be selected until that object isn't overlapping anymore.

    Oh well I'm not really good in explaining what I did here and probably there's a better way to do it. Maybe you can figure it out by looking at the events.

    I also changed the sampling to point, cause I figured it would suit the pixel style graphics better than linear. And I added a counter that shows the inventory status. Just to get a little more overview.

    Just throw out what you don't like...

    Any questions feel free to ask.

    Oh yes, here's the cap.

  • Finally somebody coming up with a zombie game. It's long overdue if you ask me.

    Your plans sound very ambitious, good luck with it!

    Too bad I couldn't download the cap. Mediafire gives invalid file error.

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  • I'm usually not into prerendered graphics. But your level of quality is so high, that even I tend to like it.

    Let us see more!

  • Ah yes it's called Bejeweled. I seriously couldn't think of the name. That shareware game I mentioned had a different title, but I guess it was just some random Bejeweled clone.

    [quote:2ewn1vgu]The only thing I can suggest which would make it a little more tacitcal would be to have the remaining skulls "drop" and fill up the empty gaps.

    I wanted it to be that way when I started working on the game, but ended up using skulls that don't drop down. Maybe also because I was a little lazy.

    In the meantime I've given it some thought and there will be a major addition to the gameplay. But it probably won't include dropping skulls. Will share an updated version as soon as it is done.

    And thanks for the comments.

  • Construct already supports .mp3, .mid and some more.

    Maybe you didn't fully understand how to use the Xaudio2 object. I suggest you check out the wiki.

  • I've never attempted a puzzle game before, but when I played some old shareware game lately I thought I might be able to recreate this in Construct.

    It's not an exact clone of that game and I'm using a completely different setting too.

    Your goal is to clear the crypt from the skulls. You play three rounds. The first lasts 60, the second 50 and the final third round 40 seconds. There are skulls in four different colors. You can swap one skull with another that's next to him. If you have at least 3 skulls of the same color in a row (vertically or horizontally)they will be destroyed. You can only swap skulls, not move a skull to an empty space. The more skulls you destroy at once the more points you get. If you swap skulls without destroying anything, you will get a score penalty. In round one it's only 1% penalty per bad swap, in round two it's already 5% and in round three it's an asswooping penalty of 10%. The final score is the sum of all three rounds. Round two will be doubled and round three, you guessed it, tripled.

    I guess that kind of explains it all.

    I've been only working on this for 5 days, so the graphics (and many other things)aren't finished yet. After all it's not even a pixel game, which is very unusual for me.

    Controls

    Left click = SELECT/SWAP

    Right click = DESELECT

    Space = Start game/back to title when finished

    Okay, check it out and give me some feedback.

  • Very nice effect indeed.

    Never figured you could do something like this in Construct.

  • Why don't you just store the distance between player and enemy in a private variable (of the enemy). Then you check the distance and if it's below a certain number of pixels and Player.Y is greater than Enemy.Y => enemy attacks. Just an example. Could be more specific about it if you posted the cap.

    I have a distance value to all my enemy sprites, since it's useful in many situations.

  • I kind of get the impression you want Construct to magically know which sprite you actually mean, no offense intended. But if you're using improper conditions your events won't do what you want them to.

    Maybe you could post the cap, so people could give you examples on how to fix it.

  • I'm already using 0.98.3. What I meant was that I tried it with 0.98.2 too and there it worked.

    That's strange. Guess I will just have to reinstall 0.98.3 and try again.

    EDIT: Yes it was as simple as that. Reinstalling 0.98.3 fixed it. Could have figured out in the first place...

  • I wanted to toy around with bumpmapping a bit and downloaded the example from the wiki.

    But in the event editor I don't have the bumpmapping tab to control the effect. And when I tried to edit an exisiting bumpmapping action and went back the tab showed but Construct crashed instantly.

    Am I right to assume that bumpmapping doesn't work properly in the current version, since it's not controllable with events?!? Oh well I guess I'm right I just checked in 0.982 and the tab is there.

  • Wow that was really fast. Thx a lot!!!