Somebody's Forum Posts

  • Very neat graphically, the super-slow dust effect when you hit an asteroid is especially adorable.

    As for the rest - it feels a little sterile, small things like minor animation or just a sine movement on the astronaut would liven it up a lot. Also I missed some sort of interaction between bullets and aliens greatly. The slow-motion particles show a great example here, I think... you could have something explode on the aliens and then they could slowly drift out into space while rotating, or something like that. There's great potential here.

    But overall, one of the better entries, keep it up.

  • Yeah, it's about time someone replaces the stagnated World Wide Web consortium!

    Oh, game? Seriously neat presentation, although the gameplay wasn't my cup of tea (or perhaps just lacked easing into).

  • You mention the Objects Panel. Let me leave this here:

    <img src="http://images.devs-on.net/Image/xzro18tiSP5BIPs-Construct2Layout.png" border="0" />

  • Hoho, congrats to Yann (and the others). Sure he did shamelessly "borrow" a dozen of my ideas (don't worry, this is like an inside joke), but it's nicely done and certainly shows what C2 can do.

    Looking forward to the next compo, hope you manage to cook one up soon.

  • I think the best approach is to just make a neat intro using events and behaviours in Construct. Me and Yann had some testing and the results were great, you can see an example in his compo entry.

  • Not to sound like an arse, but what I read in many of these comments basically sounds like: "This 20 pound product better let me make my epic AAA product to be sold on Steam, dammit! Also, yesterday!".

    I think a little perspective is in order. Not to talk down on C2, it's awesome and a lot is already possible (the contest was a great demonstration of this), but it's still in early stages and the tech and support in browsers is a bit early, so to kind-of lock yourself in with an exe exporter would seem like an additional waste of resources, since it'd need to be updated and supported all the time.

  • Runs perfectly for me as well, with Chrome being the "leading" platform.

  • Sure sounds good to me. Especially the stuff about clarity in presentation which certainly does help when looking at other's projects, collaborating or coming back to your own after a while.

    And, although Ashley has expressed a "Stop the presses" sentiment about suggestions by saying that their todo lists are already bursting, I hope these decent and well presented suggestions do make it in in some way.

  • I could have sworn the original, unedited entry said that the closing time for entries is 11.59 on the 27th. Which in my head translated into "Until the day ends, thus 23.59". The result of this wonderful assumption is a failure to produce an entry on time.

    Oh, well, live and learn.

    But I feel like showing what's there so far shouldn't be a crime, maybe get a little performance feedback, given that it does look a bit different from the others. Wait a little, and then use the mouse.

    Non-entry.

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  • Looking quite nice and like LOTS of work. Congrats on finishing a project of such scale! The modelling and rendering alone must have taken a while. Mind saying how long it took?

  • Particles are real easy to do with events, repeat create a bunch of sprites with bullet behaviour, set angle and speed randomly (or semi-randomly) and BAM! particles.

    If there's one thing I'd like to see in C2 ASAP that's Families.

  • Here we go - no extra points, any width, self-replicating and destroying little example.

  • I have to join in, also needed this. Thanks, Ash!

  • Just give the object a looping animation?

    Right click your object and select edit animation, then look in the upper left corner for loop options and such.

  • You could easily have an "Always: Sprite.Angle=.Angle+90*dt" for theses objects which would turn it 90 degrees over one second (dt is fraction of 1 second divided by fps). So if you want it to turn slower make it, say 45*dt or 180*dt for a faster turn (you'd need to put in a condition to only do it when Sprite.Angle <90 in that case, though).