thomasmahler's Forum Posts

  • I support this. Would be cool to have a scale behavior!

  • http://kotaku.com/5474068/the-starcraft ... -has-begun

    Rock 'n Roll, guys!

    I'm really happy right now. It's finally out there

  • Hey Madster,

    That's exactly what I'm doing right now and that's exactly what I'm talking about.

    If that'd be directly integrated into Construct, you wouldn't have to bother setting up all these events for variables - You'd just set min and max values during the time you create the variables and Construct would take care of the rest internally.

    It'd just be another way to streamline the workflow inside of construct.

  • Madster FTW!

    I added the healthbar into a container with the sprite, destroyed both on start and just had the enemy respawn - because the helathbar is in a container it spawns with the enemy, problem solved

  • Paint it and use overlays.

  • Awesome addition, congrats Linkman, you rock!

  • Thanks all you guys for the suggestions, madsters solution soundsl like win to me.

    I'll try it out this evening and update this thread later on.

  • Okay, maybe I misunderstand how this works...

    I want each enemy to have a little healthbar. So my event looks like:

    For each enemy -> Spawn monster_healthbar.

    Now, if my logic is correct, that means that for each enemy Construct would spawn a healthbar. So if there are 5 enemies on the screen, I'd have 5 healthbars, right?

    The problem is that Construct doesn't do that. It just starts to spawn stuff and keeps spawning a healthbar for every single tick.

    Is my logic just wrong or is that event broken at the moment? I'm still on Construct 99.72 btw.

  • Subscribe to Construct videos now

    Anyone here played it? I finished it a couple of weeks ago, another great, new 2d game

    Has anyone ever tried to do fluid sims like they do in construct? Wasn't Quazi working on something like that once?

  • Wouldn't that make sense? If we could simply set max and min values for variables in the UI without having to use events.

    I'd love to see that implemented.

  • It's simpler and better, true.

    But say... what if you have a couple of anims for running and walking and transitions? And then you have your character with a gun in his hand, shooting, you want the outburst to feel consistent - just adjusting that with a couple of anims based on a pixel level is a real annoyance.

    Seeing coordinates directly in the sprite editor would also help - And you could could implement a copy and paste image point feature (so you'd see the coordinates and a button that says 'copy image point', which copies the coords and if I paste them in another anim the image point will always be at the exact same place), that'd make things easy.

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  • Maybe this will help someone else too:

    Because it's such a bitch right now to copy image points in Construct from one sprite to all the other sprites for anims, I changed the approach of what I wanted to do.

    Now local UI (health bars that appear directly over the player, etc.) is being set by:

    Always - Set to position Player.X, Player.Y +40.

    Now the healthbar automatically always sticks to the players coords, but over his head.

    Done.

    Which means I don't need to tack stuff to image points at all and don't need to rely on them.

  • Hey guys,

    How do I copy my image point setups from one sprite to all the other sprites in all the animations?

  • Honestly, I don't see what all the fuzz is about. If you want 3d, just use UDK. Construct is great for 2d and implementing all the shit you'd need for 3d... that's just too much to ask for. 3d adds this whole shitstorm of complexity.

    Construct is the tool of choice for 2d stuff, folks, not for 3d stuff.

    And using UDK or any other modern engine (CryEngine) you'll also always get some visual scripting features, like Kismet in the UE or Flowgraph in the CryEngine.

  • 64bit all the way.

    32bit with its 4gigs of ram limitation already sucked years ago.