revvin's Forum Posts

  • Looks really nice. I dread to think what it will run like on either of my PCs, the Media Center or the two laptops.... none of them have enough graphics memory or horsepower.

  • lol fair enough. i'll probably stumble across that issue one day... at least i'll know a workaround.

  • I have just found the "direction" property in the gridmove function! My next step will be trying to get gridmove to work diagonally...

    For the benefit of anybody that needs to know how to do this in future, using the Grid_MoveTO function, I have shown the event below:

  • OK that's great thank you.

    What is the benefit of pinning an invisible character to an animated sprite over just animating the sprite directly?

    Thanks again

  • The software I had was not in c2. It was windows based drivers that allowed the system to access the gun as though it was USB. I was just suggesting something you may need to investigate. Without knowing what you are trying to connect to I don't think anyone could help much more?

  • I would probably investigate a Serial-to-USB adaptor for your device. You are far more likely to find a way of interfacing with it as a USB device rather than a Serial device.

    Its also likely you may need some sort of Serial->USB software/driver installed on your PC to facilitate this.

    Not sure if that is of any help at all, but its certainly what I would start looking into if it was me.

    I had an old GunCon gun from a Playstation that I connected to my Arcade Machine using a serial adaptor and a ropey bit of software that gave me rudimentary support for the lightgun for my gun games... but it was really unstable. In the end I ditched it all, but im pretty sure a much more expensive USB lightgun would have worked perfectly.

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  • I need to evaluate the current direction of a moving sprite, so that I can set the correct animation chosen from an 8-directional set of animations.

    I have searched the forum and the manual for help, but can't seem to find the info.

    I know it must be possible, its a very basic requirement.

    I have attached a capx of my test file.

    Also below is a snapshot of what I was trying to achieve using the "angle" expression before I realised it wasnt the right approach.

    Any help appreciated

  • i'm looking for the same info at the moment. I have sprites moving around a board when I click, but I need to somehow fetch their directions so I can have them walking in the correct direction.

    I'll watch this thread for an answer too

  • I have figured out the problem, and i'm posting the info here for the benefit of anyone else who may end up in the same boat.

    Its something to do with the Z layer of the destination tile I believe. Not quite sure what I did wrong, but I changed the behaviour property to forced move - and its working fine.

    There must be a problem with how i setup the tiles?

  • I know this will be painfully simple lol.

    Of anybody could just have a quick look and tell me what I've done wrong I'd be grateful. I've copied the events like for like from a demo file where the grid_moveto works fine.

    I keep hitting these little roadblocks and spending hours trying to figure out simple logic issues

  • revvin

    I had a much longer tutorial during beta but my own bunch of testers (mostly gaming geeks, my fault for not diversifying lol) said it was too much hand holding and NOT necessary, they prefer to dive into it quickly and figure out for themselves.

    I'm an old gamer, and totally agree that long hand holding tutorials can be very dull and unnecessary. You don't need a tutorial, just a few slight tweaks to the UI to make it more intuitive for first time users. I never read manuals. Only in the old Amiga days where you had to find a code for copy protection, but instructions are not really needed anymore. A good intuitive interface makes things easy for people to hit the ground running.

  • > Wow that's pretty cool, well done

    > Just a quick note, it would be very useful to allow skipping dialog once you've read it. I read the dialog quickly then had to wait for each sentence to change. Not everyone reads at the same speed.

    > I was a massive fan of Wing Commander/Privateer so was looking forward to a first person perspective lol. Still good though

    >

    Thanks. Did you try any of the missions yet?

    As for the top-down, it's just easier to do and fitting for mobiles with the touch controls. I really can't play mobile games with twin digital pad/stick on screen. Seems to be quite a common thing too.

    I had thought about the dialog skip, but most of the dialog occur at the start, once the brief intro/tutorial is done the rest of the game is low dialog except for a few story missions.

    Also just added it on Greenlight, not expecting to actually be greenlit but may as well try:

    I flew around a bit and bought/sold some merchandise. I found the star map a little confusing at first. I naturally wanted to click on a system to go there - but nothing responded. So I flew around in circles for a little while not knowing how to get to the next system - until I stumbled into a black hole - which took me to the wrong one... realising what this was I quickly went back through and hunted out the correct black hole. It just wasn't very clear.

    Another little quirk, you show miniature versions of landmarks so you know which direction to go - but it just looks like a miniature version of something flying around until you reach the destination. If you could perhaps add a little arrow next to the miniature pointing in the direction of the landmark, it'll make it much clear that it's actually a waypoint.

    I also reached one of the biodomes - and the miniature marker sat over the top of it - instead of disappearing... so a little bug.

    I hope you accept this as constructive feedback, because I was actually very impressed with your game.

    Keep up the good work!

  • Wow that's pretty cool, well done

    Just a quick note, it would be very useful to allow skipping dialog once you've read it. I read the dialog quickly then had to wait for each sentence to change. Not everyone reads at the same speed.

    I was a massive fan of Wing Commander/Privateer so was looking forward to a first person perspective lol. Still good though

  • My chess pieces are not moving using the Grid_MoveTo action, but if I substitute the MoveTo action - it works fine.

    I think I need to get the Grid_MoveTo action to work though so that everything else I need to do later on works.

    I've attached a capx of the current file... any pointers as to why the chess pieces arent moving would be greatly appreciated

    Thanks guys

  • codah no worries, and no need to apologise. I'm the cheapskate here lol.

    monitz87 im pretty sure I'll be buying this one, so you could be right on the wasting time thing. I'm using rexs' instgroup to store the path, and slg_movement to pick the path.

    Ooooohhhh I've just figured out a way to do it! I place an invisible grid over the top and use that for pathfinding and highlighting etc. Frame 0 will just be transparent, frame 1 the highlight... That fixes everything for me the board can just be a background image.