QuaziGNRLnose's Forum Posts

  • i was just wondering if there was a way to make collisions between objects only work if the 2 objects were on the same layer?

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  • no not excactly, open the link and youll better understand

  • well in mmf2 you could do this thing where u could make a game run with borders all around it so you dont see the ugly desktop, makes games seem more professional if you dont want to resize any of your sprites, all it does is display the game window to fill the screen without the menubar or windows header my old game is a good example. http://www.moddb.com/games/ddf-side-scr ... a-demo-v11 it should be an option.

  • not sure if you guys read this, i think its a VERY imporatant thing to add "compare animation frame"

    since i cant find a way to do this. i.e. frame is greater or equal than 4, lower or equal, equal lower greater ect., this is a major part of making animation work well, so that when you have a shooting animation, the bullet actually comes out on the frame where its supposed to shoot out. also ive noticed time after time that my image points dont get refreshed as i skim through frames in the animation picture editor. an example of this is i put one on the gun barrel on frame 1 then when i change to frame 2,3,4 ect. it doesnt change even if i had but on the shooters lets say face before hand. im sure its just a problem with the points not being refreshed as you select new frames.

  • well its imposible realy to get the same results with a particle flow source, the flame is rendered like a sort of blobmesh which selects a colour and alpha channel opacity based on its age, the flame also has an editable coolmap which makes you able to give a sort of effect to the fade away, ill post a little exe with it if youd like itll clear things up a bit

  • just store there dmg % as a value and multiply there knockback ratio by a certain % of that value. its simple really, if you mean making the characters knock back thats a diff story, then youd have to program some wierd physics thing

  • holy hell that was fast , i can really tell u guys are motivated as to what you do.

    and just while im posting id like to also ask if you could implement a compare animation frame function

  • first off id like to say construct is AWESOME, (im transitioning from mmf2)

    but i have found some problems in how somethings work

    those are

    (srry if im wrong cause im a noob just tell me how to do it then)

    when placing a hotspot there is NO WAY of writing in coordinates to center its position in the window frame, also id like for it to be possible to play multiple sounds on the same channel at once, i.e overlap a sound on itself. there for we wouldnt have to make sounds shorter than wed like them, seems simple enough to implement,

    oh ya and when you destroy an obj using the advanced grayscale effect it crashes the exe

    when trying to open an effects controls like lets say the grayscale tab construct crashes

    also maybe make sounds capable of being stored within the exe file, sometimes we dont want ppl editing our super awesome music into fart sounds for their amusment lol. and maybe add something like the flame plugin in mmf2, but hardware accelerated, that would be EXTREMELY awesome and usefull, since it suffers so much from slowdowns on a larger scal due to its un HWA

    nature.

    oh ya and maybe alow us to make our on icons for the exe (like mmf2), so that it looks more professional

    IMO construct will be>mmf2 when the bugs are ironed out, and oh yah, you guys DESTROY gamemaker already. nice job scirra team

  • it seems when i try to set animation then play animation my sprite gets strangely resized everytime the anim plays? also if you destroy an object using adv grayscale effect the EXE crashes. and when i try to place an effect on a particle spray the spray seems to get weirdly clipped