rogueNoodle's Forum Posts

  • I think that's a great idea. The ability to select objects through the Z-order panel would be incredibly helpful as well.

  • hoanganh17 - That's great to hear :)

    Please delete my game as well - I'm just getting a grey screen for some reason.

    scirra.com/arcade/addicting-puzzle-games/5219/swap

    Thanks

  • hoanganh17 - Unfortunately there's not much I can do as it's not possible to save a .capx file to an older version. Here's a screenshot of the events though, if that helps:

    <img src="http://roguenoodle.com/forum-images/chattest-events.png" border="0" />

    One thing that you can't see from the event is that there is a "destroy outside layout" behaviour on the text objects...

  • Sushin - Very similar to what you have here, but you want to think in terms of an objects speed per second and then adjust according to dt.

    So in your example above - Every tick set position to self.x + 1 - you're basically saying the object is moving 60 pixels per second BUT only if you have a frame rate of 60 fps.

    To convert that to framerate independent movement, you would have the following:

    Every tick set position to self.x + (SPEED_PER_SECOND * dt)

    That calculates how far the character should move, based on their SPEED_PER_SECOND (which could be hardcoded, or better, an instance variable) in the time that has passed (dt) and adds that to its position.

    Hope that makes sense...

  • Hi hoanganh17 - something like this should work for you:

    ChatTest (web preview)

    ChatTest (capx R128.2)

    If there's a word in the chat that's longer than 20 characters, it is put on a single line. You may need to adjust that depending on your purposes.

    Hope it helps!

  • Bardikus - It's pretty difficult to say without seeing either a screenshot of the events/actions or (preferably) a .capx file.

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  • JoyfulDreamer got my attention when he mentioned Venture - man, I loved that game when I was a kid. I love the visuals you have going for this. Very strange, but in a good way :) I'm sure you'll be tweaking the artwork still, but I personally would try to keep the pixel sizes consistent. That will of course mean more unique sprites, but I think the extra effort will pay off.

    Gameplay wise, I really liked the countdown telling me what was coming, and you could get some pretty cool random scenarios (like Giant Things and small guns, or something like that). The bullets were crazy fast, but you probably already know that.

    Looking forward to seeing where this goes :)

  • Yozzik - Great atmosphere :)

    I posted this in another thread, but this one seems to be the official Ludum Dare #26 thread, so sorry for the crosspost ;)

    This was my first time taking part - it was a really good experience, and aside form a few sound bugs, my game seems have worked out okay:

    Arena - Ludum Dare Page

    And a screenshot:

    <img src="http://roguenoodle.com/Arena/21449-shot0.png" border="0">

    C2 was perfect for this kind of thing, I think. I can't imagine getting this done in time otherwise :)

  • Wow - looks like some great entries from C2 on there. Rilem - that looks awesome, make sure you put a link up here :)

    Here's mine - first time in Ludum Dare, and really enjoyed it:

    Arena - Ludum Dare Page

    <img src="http://roguenoodle.com/Arena/21449-shot0.png" border="0">

    (But whatever you do, don't look directly into my source code - it can bring only madness ;)

  • Railander - I'm a little unclear on what you're trying to achieve. Is it that you want to return the main character to the starting point of a level but otherwise leave the level untouched? An easy way to do that would be to give the player instance variables for it's starting position, set those at the start of the layout to the player's position, and then when the player dies, just set it's x & y coordinates to the original position.

    Of course, I might be completely misunderstanding the problem ;)

  • I think you could also use "Audio>Is tag playing", maybe, and if it's not playing, then start it. I might be wrong about that though...

  • I know what you mean - hard to not lose motivation on a project when a) something is going wrong with it and b) something more fun comes up :)

    Looking forward to Fantasy Clone ;)

  • procrastinator - First of all, thanks! That actually seems pretty straightforward. And secondly, finish that golf game because I really want to play it ;)

  • procrastinator - I'd be really interested in the Pyxel tilemaps using XML. A capx would be great to see, no need for a written tutorial really. And feel free to use as many events as you need ;)