Schoening's Forum Posts

  • Oh, Did not know the UID changed.

    I use that because the other approach seems a bit to buggy.

    Ty for the tip

  • For each unit to have a health bar.

    All I can come up with:

    ---------------------------------------------------------

    Array

    Assign Array at Enemy.UID = HP

    Create Health-Bar -> Set Health-Bar Instance Variable to Enemy.UID

    (The last created or should Enemy spawn the health bar?)

    Each Tick.

    For each Healthbar

    Set "Health of Bar" to Array.Health-Bar-instance-variable.

    ----------------------------------------------------------

    Other Suggestions?

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  • I know Tetris sued a similar game and won

  • I think it is a good thing that those laws are in place.

    But like every law, it can get to some nitpicking issues ^^

    Let's see how it goes.

  • Well that's why I said to do this on compiling :p

  • Yeah, but I mean merge the "terrain" if you will.

    Just like when you merge layers on export in Photoshop :)

  • I am just calling it "Merge Geometries" because I got the idea while doing some 3D stuff. It can be a good idea to merge geometries for less gpu calls (Or something, off topic!).

    So what a feature that acts similar to the Family one.

    Objects included inside the family will be merged into single image files.

    Either every object or else individual objects assigned to a group.

    Alternatively I could just create those sheets in Image editing software beforehand.

    But I hope you can see the convinience of something like this.

    If it already exists point me to it!

    I would have no idea how to make it, and I am pretty sure it can't be managed by a plugin. (Except perhaps merging the objects into a sprite-sheet at runtime.)

    While typing this I found a alternative solution. And that would be to use R0J0hounds Canvas Plugin. I don't know if the canvas slows down the game though.

    Still, hope you like the idea.

  • Thanks for the Input people.

    Yes I decided to remodel the Human Body to avoid to fall under Derivative work.

    I still want the game to be an homage. But I will do this more subtle then previously though.

    Change up story elements and such.

    I am very fond of the staff... (I love crystals!) But I will try to model something that is a bit less straightforward the same object with a Higher Poly-count.

    Look forward to seeing a WIP Topic in the Construct 2 Forums ^^

  • Thanks Ashley.

    Well the point of the Game is to be a homage to a part of World of Warcraft that I am very fond of.

    The body (Without hands) is from World of Warcraft, but the mesh was heavily modified.

    Would there be a difference if I made the entire mesh myself even though it looks similar?

  • I am currently reading up on Copyright laws.

    I would hate to get sued for my game.

    Would like some opinions on this :)

    Left, Blizzard. Right, Me:

    <img src="http://i1294.photobucket.com/albums/b603/oliverschoening/copyrightstaff.png" border="0" />

    <img src="http://i1294.photobucket.com/albums/b603/oliverschoening/WowCompareToMyMesh.png" border="0" />

  • No Problem :p

  • True Valhalla

    Reading your comment with your Profile Image talking made it very entertaining :D

  • That makes sense duh ^^ Just like normal.

    Well that solves that question for now.

    I still have to find a way to create 500 pixels away from the player ^^ That is gonna get a bit tricky Heh.

  • Thanks you two ^^

    I think I go with the simple one for now :P

    Although I don't quite get it.

    First it randoms 0 to -50 and then 0 to 50 and finds a number in between those?

  • Hi, I want to spawn stars dynamically around the player. So new stars spawn when he moves.

    Problem is... Creating them at player.X/Y + (int(random)) is only going to spawn DOWN and RIGHT.

    I would like to spawn all the way around him.