winkr7's Forum Posts

  • Scirra isn't going to steal users away from Unity and Godot easily -- but they can get the RPG maker community easily. There are very few RPG maker based games out there and yet they have a great many users who only ask for a non programming environment -- with with with ... a decent set of starter graphics and sounds.

    If you say your strength is to make games without having to program then spending lots of time on tweaks to the JS script is a poor use of time compared to getting people who want to make games without programming with some packaged assets and solid expandable examples that do the dungeon crawl or space opera.

    It would take a month, some portraits and some tiles.

    yours

    winkr7

  • Good work.

    yours

    winkr7

  • You will want a a function for this. You probably want to tween all the layer opacities to zero. You will need a solid background (like black). When that tween is complete change to the new layout.

    yours

    winkr7

  • You should have two image points on your sprite. The first, which started with the name of origin and you probably didn't change the name, is the 0 image point about which you rotate. The second image point (which we will name gun) is not located in the same place as the first, it is on the gun. You have to move the image point gun (or 1) to the gun.

    when you create the bullet, create it on the gun image point, not the origin image point. It looks like you are still creating the bullet on the origin.

    yours

    winkr7

  • You need to add an image point (in the sprite editor) to the sprite, and spawn the bullet at that image point. The image point you have is probably called origin and it will rotate around that image point which you can adjust.

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    winkr7

  • I think group efforts that end with a useable addon of some kind are interesting. Like a hex based instead of square based tile system.

    But I am not interested in what you have suggested so far.

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    winkr7

  • Put a physics fixed solid type square sprite on each side of your layout so it is right at the edge on all 4 sides.

    works for me.

    yours

    winkr7

  • Why not give the user three choices, small, medium and large -- then switch to whatever size they wanted as a preset layout?

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    winkr7

  • WhackyToaster I started on game maker too.

    In regards to Godot, one very big strength with construct 3 is it is javascript HTML5 only. Javascript is the assembler of our age, and it was a good gamble to bet on it. Picking your target and doing it well is better than kind of doing 4 or 5 languages and 3d and 2d and an invented GD script like Godot. You can find anything in javascript and it is also very optimized on every platform.

    yours

    winkr7

  • Maybe the order the functions get called is the same, but they don't have to finish in the order they are called right? I can can have async thread stuff and wait for stuff to complete things that mess up the order. If a function is after a wait 0 it won't get called till later and if I have two of those function1 and function2 I am not sure which gets called first after a wait 0.

    At least it seems this complicated to me though I can't site a concrete example.

    yours

    winkr7

  • For every light on Broadway there is a broken heart. For every 1 game that even makes it onto steam there are 99 that didn't. You want the 99 that didn't to love your product. So forget the Unity types and go after the 12 year olds who's parents buy RPG maker for them. Construct has the correct target audience. Make it easy to get into in the first 4 hours, and the rest is just nit picking. They do this pretty well.

    yours

    winkr7

  • Overlay a two color gradient, with adjustable gradient angle, smoothness and opacity of each color.

    That is a good one, especially the angle control.

    Good work.

    yours

    winkr7

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  • I think the idea was to allow for things like dialog and inventory type layers, so they can appear (set all the other layers on non-click recieve) and then depart when they are done. This way if you are writing a menu system as a stand alone you don't need to know what the programmer has called the layers (or how many there are) in their particular app. If you have layouts with various layers you also want your dialog box not to have to see how it fits on a layout--it just generates its own layers.

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    winkr7

  • when you use the powerup does the player sprite change? Perhaps the powerup sprite doesn't have collisions on or something?

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    winkr7

  • (rate1-rate2)*dt vs rate1 -rate2*dt you can see how even though they both use dt somewhere, only the first one scales uniformly with dt. Perhaps this is the problem?

    yours

    winkr7