Somebody's Forum Posts

  • Sub pixel movement? You COULD try setting the sampling to Point in Application Properties if the pixelly look is what you are going for.

    Or work really hard to get pixel/frame perfect movement.

  • Will you give me a lawsuit if my game is called "Tank Panic"?

    Of course not, that's NOTHING like Pank Tanic?

    Also - not sure about the copying thing, but here's a tank base and a top for more testing:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/TT1.png">

    <img src="http://i244.photobucket.com/albums/gg36/some9000/TT2.png">

  • I just drew them for the examples, use them if you want to, sure.

    If I make a little tank game it'd be a slightly different style, so no problem there. But there's one thing I have to reserve - the title Pank Tanic!

    No, seriously, use whatever you like. And equally seriously - Pank Tanic is from now on reserved as a tank game name.

  • Yep, dropbox can do the same thing . Handy program.

    Can you set a specific folder in Dropbox, deadeye?

    P.S. I use Dropbox as well, but for different purposes.

  • Whoops! Not quite. Yes, when you compile the game into an .exe they're all stored inside. But until you do you still need the sounds in a folder. The .cap just sort of links to their location. So yes, if you're just moving a .cap to another computer then you need to move the sounds along with it.

    Ah, for something like that, if talking about your own PCs then this is pretty great: https://www.foldershare.com/ for synching projects. I use it to sync some programming and web work between the Desktop and Laptop, quite handy.

  • Developer time I'd rather have them focus on 1.0

    Well, I believe linkman was almost ready to give it a go and I bet a simple one like this wouldn't take much more than a couple of hours (having seen the other impressive things he has made).

    Resize over time, I'm guessing, but... forever? oscillating?

    Basically the one with pics has a pretty brief overview of what would be nice - but generally yeah, scale to a certain size over time. deadeye's idea of a loop option (unlike a Sine pulse) is also quite useful.

    I've made some headway on this today. If all goes well, I should be able to release a beta tonight, tomorrow at the latest.

    AWESOME

  • having to copy the audio files from computer to computer along with the project file is very annoying . why not have it stored in the *cap file along with the other recourses?

    This has come up at least two times this week - you can - just add the audio files to the "Files" folder under Project. Then you can play them as "resources".

  • Yup, was about to say that - here's an example where the tank gets the need to turn every now and then: http://dl.dropbox.com/u/1328856/SmallTank.cap

    But it's done with the system timer - you'd have to give each tank a timer behavior and do checks with that (gotta read up on it) - otherwise all the tanks would turn at the same time.

  • Hey, I just wanted to realize the simple idea I mentioned above so quickly threw this together: http://dl.dropbox.com/u/1328856/SmallTank.cap

    It's really pretty crap, but at least that little tank doesn't run straight through the walls and makes it look like he's navigating... something. Heh.

    Anyhow - a system like this would need to use the Object Pairer to link the tank and his navigation sensors, but that's not too tough and there are examples here on the forum.

    Like was said - pretty crap - but maybe good for some ideas.

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  • Two things I can say - you sure you want the tank to move at all angles? If it was limited like the player to basically 90 degree increments it would be easier to make a simple movement solution (Hit wall - turn 90 degrees - hit again - turn -90 degrees, hit again - turn 90 degrees, etc And each 5 or so iterations turn 90, 90 just so it doesn't get stuck too much). Then it could have a simple automated patrol route and just set the direction to closest 90 degrees to the player.

    Well, something like that. It'd also be oldschool

    Also - there's a nice command for distance between two points in Construct so you don't need the big white sprite as a detector.

    I really like how everything's nicely separated into Event Sheets, though.

  • When that window comes up there's a link to options and in there there's an option to turn them off.

    I'd give more exact instructions, but on Windows 7 here, it's not an issue.

  • it just seems like your overcomplicated things to far here.

    My overcomplicated things to far? *puzzled expression*

    Ok, grammar naziing aside - the idea is to simplify things. At least for people who don't feel like using events for EVERYTHING just because they can.

    that would take me all but 2 seconds to set up, and it took me 2 seconds to figure out aswell. Im not against making things easy but i absolutely cant stand it when people use that as an excuse for not thinking for themselves in really easy places. you don't want people to constantly be helping you with things, and be pinned down by the behaviors that construct supplies you with. your just cookiecutterizing things for yourself. and in this case a behavior isn't as useful as your making it out to be anyways, linear scaling is sooo easy to do, it takes 2 actions.

    I believe if you had taken a look at the example I posted earlier - which was made using only events with timedelta, etc. - you'd understand that I CAN *surprise* figure it out just fine, it just gets in the way when it's a small part of something bigger.

    Perhaps to you an explosion is just a single or a couple of sprites being scaled up. And you make it, adjust that value 2 or 3 times and are happy with it. Me, I'm an explosion freak, for example - they have several elements, working together to produce the desired effect. I'd prefer not to jump into events every time there's a need to tweak something. Use a behavior, set the size, test, adjust, done.

    I mean if coding was the focus here might as well go straight for a programming language - there's plenty to go around, even for games, these days.

    I don't think it's too bad an idea. It's more about convenience and simplicity. Sure the events are dead easy, but in many cases it's just convenient, especially if you're already several subevents deep and need to trigger a scale - having some extra calculations there, or setting some kind of flag to start off a scale, would harm readability. The Fade behavior is a good example - it's trivial to set up in events, but if you use a lot of fades, having the behavior is handy. You can set it up from the layout editor/object properties, it triggers events for you like On Fade Finished, and takes care of timedelta for you too.

    Exactly! The boss has spoken.

    What I don't get is this strong opposition. There's basic events for most things in Construct except for scale so far: Fade, Rotation, Bullet Movement - all very simple as well - will someone want to throw them out next?

  • Nice, .83 doesn't crash every time on exit like the previous ones did.

    However - there's a pretty weird bug where when you select an action in the event list a whole other event will randomly get selected and that action will be unavailable. Looks like it's pretty random - just clicked 3 times and then it happened and then 16 more and it happened again.

    Seems to happen when there are groups under groups, will see if a plain buggy cap can be made.

  • You have plenty of frames of animation for that shield effect - you might just make it a separate animation call it "impact" or something and then set your collision event to start that animation. Then add another event for Animation over and set it back to the normal one. Hopefully that made some sense

  • so why cant construct?

    You know, probably because it uses DirectX and has hardware accelerated graphics? On a basic level it's just not too likely and would be pretty limited even if they would manage to (waste A LOT of time) and code such an export thing.