kaos's Recent Forum Activity

  • Clicking lock no longer selects layer?

    My my, Christmas is July! You wouldn't believe how many times I've RAEG'd due to dragging an object out to only realize I can't select it because its on a locked layer.

  • Ok, I ended up going with combining Aritz's and Daiz's ideas and it worked fine!

    Thanks a ton guys, this was getting really frustrating

  • R0J0hound: That method _ALMOST_ worked, except it also counts when the object collides with itself.

    Basically:

    P1 and P2 are shooting (pretty much rapidfire) bullets at each other, and we need to check when one players bullet collides with another players.

    Each bullet DOES have a PV 'Player' that is set from 1 to 4, depending on which player used it.

    That way if two players use the same character with the same attacks, it can still be differentiated.

    Daiz: That method didn't quite work, but I think I have an idea I'd like to try.

    I'll post results after experimenting, for future reference.

  • I have recently been developing a side project for me and a friend to play. Its an interesting take on the Shmup genre. I developed it from the ground up to be fairly modular and easy to add in things such as new characters and attacks, etc.

    However, I've seem to have run into a little snag...

    All of the (some 10 different types for each player) bullets are grouped together in a family, 'Bullets'.

    I need to set it so that the bullet with the lower PV 'Power' gets destroyed in the collision.

    However...

    "If 'Bullets' collides with 'Bullets'

    If 'Bullets.Value('Power') > Bullets.Value('Power')'"

    ...obviously isn't going to cut it.

    Any ideas on how to compare variables between two particular members of a family upon collision?

    (If it's a step in the right direction, each type of bullet DOES have a unique 'ID' variable)

  • Awesome game with a great atmosphere! Ran just fine on my laptop.

    Also...

    WONDERFUL!! I found a cap =))) Now I can stop wallowing in my noobishness on everything covered here! Thank you so much. I needed this badly.

    Perhaps there should be a real DL section for tutorials and example files? It can get somewhat annoying having to DL from links found in a forum. (For example, anyone ever heard of SFGHQ? I learned MMF solely from the tuts section there.)

  • Just gave it a shot... and yeah, like R0J0hound said, I would probably want to make my own platform movement for something like this.

    Would be much easier if we could set collisions with objects on a per-sprite basis at runtime.

  • Oh my. Thats quite the awesome changelog. Definitely gonna devote some good hours to testing it

    [rant] and believe me, I have the time. A family PV bug (that I also posted on the tracker) just freaking nuked my latest game... go figure [/rant]

  • Awesome!

    Hard to believe something like this was accomplished in just one event

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  • For the most part, I say that Construct has pretty much all of the worst bugs taken care of. I've been using it since.... well, forgot when, but It's really came along.

    I used to be a former user of MMF and Gamemaker. Back in those days (coupla years ago) I would have preferred those over Construct, but NOW, considering how far Construct has come along over the years, I greatly prefer Construct over either software.

    And as for commercial projects, they are allowed. I believe there is a forum topic addressing that matter.

  • Ok, that first one sounds a bit too good to be true

    Still, if you have some money to forkout (I think its between $75 to $100) I reccommend FL Studio. Simply the best (in my opinion) DAW around.

  • Sorry to bump an old-ish topic, but is this still being worked on? It would be a shame to see this die.

  • Yeah, im trying the same thing for use in my danmaku game, but the layout object simply cannot be altered at runtime so that makes it pretty much useless as of yet.

    It needs to at least have the option to switch layouts (with optional transitions) and pause/unpause at runtime, etc.

    If this were possible, many awesome things could be done, such as split screen multiplayer, minimaps, minigames (as mentioned above) and much more.

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kaos

Member since 8 Jun, 2007

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