thomasmahler's Forum Posts

  • Hmm, if I open my game in this build the platforming still feels completely different than 99.62.

  • 720p.

  • Yes, but it's the action I'm concerned about. Basically what I need is a feature that would hide the pixels of an object on layer X, but still show it on all other layers.

  • This would be super useful as well - if there is a smart way to do is, I wouldn't know how.

    Basically, I'd love to be able to spawn an object on layer 1 that overlaps my ground completely, but never have it show on the background.

    So it'd be like:

    Always -> Never show ImageX on LayerX

    Hope that makes sense. It'd just be helpful to isolate sprites to certain layers.

  • Oh crap, I didn't even know that that was in Construct.

    Anyway, is there any documentation on how this thing can be used?

  • This could be useful: I'd love to be able to compare time and date on a users machine and match things like daylight / night cycles and seasons to the actual date of the computer.

    Is there any way to do this in construct?

  • Construct is fucking a.

    Nuff said.

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  • Hey dudes,

    This is something that should be implemented asap, in my opinion.

    Say I want to spawn an object from another object and want it to appear at a certain image point - It'd make things soooo much easier if we could copy image points from one animation frame to all the others without having to manually go in and change them.

    If I decide that I want to add another item that the player can build and all the animation frames are already set-up, I'm royally screwed, since I'll have to go in and change them manually right now.

    Is there any smarter way to do this? Same with hotpoints, btw.

  • Definitely NES and SNES - that was the time when gamedesign grew up, IMO.

  • Yeap, true!

  • Oops, mea culpa

  • http://www.indiegames.com/blog/2010/02/ ... sleep.html

    Super interesting concept, but I guess it won't get a lot of attention cause online mode will be a hassle to set-up.

    The genius of the idea is in someone you don't know telling you a story - if it's local multiplayer it'd be like using some chat protocol while you're sitting in the same room as the person you're chatting with.

    Anyway, hope we're gonna see stuff like this more often, polished and properly done.

  • Currently working on a quick 4 player multiplayer game and having to set up all events for 4 players is a pain in the nuts.

    It'd be awesome if we could select a couple of events, just right click -> Replace Objects, a menu would pop up, we'd select the objects we wanna replace and the objects we want to replace them with, done.

    Right now I'm just going through all that shit one by one, just manhandling it, but it takes away a LOT of time, especially if it's 4-8 players.

    On a sidenote - The X360 Controller Plugin definitely needs an option for 8 players again. Wanna play that game in the studio with 8 players on a couch! YAY!

  • It'd just streamline it quite a bit. Right now I have a whole event sheet just to clamp various variables. If the min / max stuff is hard coded into the UI, I wouldn't need to do that.

  • Neato, thanks!