Arima's Recent Forum Activity

  • There was a bug not many versions ago (I don't remember how many) that was fixed that had been causing big performance hits in some .caps.

  • ...blur with controllable range...

    You'd make a bunch of people happy if you released that one. People have been wanting that for quite a while.

  • Even if it seems to work it can still potentially have messed up something that's not apparent. It's an unfinished feature - really, do yourself a favor and recreate it.

  • I still wouldn't try it. With the amount of time it takes to make a game, its worth the peace of mind to simply recreate it.

  • In the project bar, right click global variables to add the variable, then use conditions and actions to check and set it. If that doesn't make sense, I recommend going through some tutorials.

  • Could this be a way to get around the whole needing to install direct x problem with exported games as well, or does the direct x TOS not allow it?

  • Use a global variable.

  • Upon creating an object construct deselects all other instances of that object except the one created. Try this:

    + System: Every 3500 + random(1500) milliseconds

    + Enemy: Is on-screen

    -> AmmoEnemy: Set angle towards Charakter

    -> Enemy: Spawn object AmmoEnemy on layer 1 (image point 1)

    -> AmmoEnemy: Set angle towards Charakter

  • Nope, that's not my game.

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  • Eh there's just too many XD

    That's why I haven't responded to this thread. It would literally take me all day to make an incomplete list.

    Oh and secret of mana is awesome. Why haven't they managed to make a decent mana game since then?!

  • Sorry, you can't do that with construct 1. Copying between caps is an unfinished feature and messes up the cap that's pasted to. You'll have to recreate what you want to copy.

  • The best mode of organization will probably vary for each person due to personal preference, but the best way to do it in my opinion is to use tons of groups to simplify the appearance of code. So all the hero's code is in a 'hero' group, open that and there's 'movement', 'abilities', open that and there's a group for each ability.

    I find this manner of organization to be very easy to work with even in sheets with thousands of events. Otherwise it can get overwhelming with so much code. Simplifying it this way makes it a cinch to instantly understand what code does what and to quickly find what you're looking for.

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Arima

Member since 11 Jun, 2007

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