smynty's Forum Posts

  • 11 posts
  • Howdy, are you a talented developer who is looking for a fun project with potential monetary earnings? My team and I are looking for a few talented developers to assist in making a game vision come true. So if you are passionate in developing games, why don't you send me a message and see if you fit right in with us.

    I look forward to your response!

    Smynty

  • <img src="http://i.imgur.com/UocQM7A.jpg1" border="0" />

    Hello, you can call me Samuel L Jackson since I'm assembling a crew of very dedicated and talented individuals. At this point in time I am seeking a very talented and capable engineer to see the creation come to life. I would do it myself, but I know my limitations and I know that only with a great crew would this product be the best it can be. I have a sound designer, animators, and a story consultant and now I am looking for the final piece of the puzzle.

    The concepts are above and I have more that we are working on. If you are interested you must have a body of work so I can look at. Be honest as well since I plan to have this group continue down the future as well.

    <img src="http://i.imgur.com/cRn7Sjr.jpg1" border="0" />

  • Okay, so I was able to download and access it via Beta and used your piece as a reference. It works for the most part except for one final snag.

    On the right side push or pull, it won't stick but instead up and down works for some reason. I have a feeling a condition is off somewhere.

    In anycase here's the CAPX:

  • Care to explain? How does windows movie maker relate to being able to input a voice command-esque action in to a game?

  • Yep! My Oceania friends refer to college as Uni. Also, time difference is noticable.

  • Hey thanks buddy, I can't access it since apparently it's saved in a version higher 127, which I find bizarre. I'll just patiently wait.

    I also take it you're in the UK or AUS/NZ?

  • Hello again! I have a slight issue in regards to AI behavior. Currently I have it set up so that when my player crosses a certain AI, it activates and if another specific AI comes cross that first AI, then it follows the first. Everything is dandy until the second AI alert system is set to false and instead of returning to its original process, it just sits there.

    Can anyone help me fix this tiny issue? Thanks a bunch.

    Here's the capx:

    Nevermind folks, figured it out.

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  • Hey, thanks emoaeden, I look forward to what you come up with. Also, I realize that it's not efficiently coded. Still a lot of work needed. That begs the issue; it seems that Construct 2 is better suited for a platformer as opposed to top-down. Why?

  • Hey guys, hope you all are well. I have a bit of an issue with this mechanic I'm trying to create. I've crawled through the forum in search of a four way push/pull object, but only managed to find platformer push and pull so I created my own with the references.

    It works for the most part, except I can't figure out how to create it so that when you're in contact with the left/right face of a box, you can only push or pull it horizontally as opposed to being multi-dimensional. I'm terrible at explaining but essentially what I need help with is keeping vertical push/pull restrained to the north and south of a box and horizontal push/pull to the east and west of a box.

    Here's the capx: dropbox.com/s/mzxcjhjnswy3zae/pushpull4way.capx

    I look forward to your help! Thanks!

  • Sheesh, spammer. Bump. Has anyone tried it? I can't figure it out for the life of me.

  • Hey guys, I'm new to posting on this forum so forgive me for I am new. I've been crawling through the threads trying to find what I'm looking for, but to no avail thus far.

    I thought of a neat idea that I recall being implemented on Ace Attorney in that a microphone was used for "voice recognition". I put that in quotes because it only registered a sound being made, nothing specific. Essentially, with mobile gaming, a mic is present as all times, and more often than not, computers and laptops are accompanied by mics as well so to add a new layer of texture to game play;

    Is it currently possible to have an event trigger, or action called based on a general sound input? If so, how?

    Let's say in order to activate a switch in a game, I needed to talk/whistle/hum into a mic. Nothing specific as long as it picks up something on the sound waves and let's face it, it would be too much of an undertaking to be able to have specific voice recognition, what with accents and what not. Anyways, I'd love to hear what you guys think and if you have answers to the suggestions that would be even better! Thanks!

  • 11 posts