vinny's Recent Forum Activity

  • ah, so that how it's done! the project window, however, only display event sheets connected to layouts, not separately created event sheets, so there's nothing to double click on.

  • aha! yes, that's a good workaround for now but it could become annoying to have to do that everytime i create a new layout. thanks Doppel!

  • that doesn't work for me, i tried making it global but i still can't select it in the event editor of another layout

    as for the multiple layouts and event sheets, what i usually do is play around with various custom engine parts and each part is done in separate layouts each with it's own event sheet and i do include only one mouse and keyboard object per layout. what i'm having problems trying to figure out is when i try to combine all the different parts together into one new layout

    oh and curious, how do i access event sheets that i have added through the "Manage event sheets" button?

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  • okay, i still think the mouse&keyboard (M&K) object should be global in the sense that it's not added to layouts but the entire application/game itself.

    because creating events using M&K requires the M&K object in the layout, creating multiple event sheets each with their own M&K objects and then bringing them all together into one layout brings a few questions:

    • do i have to add the M&K object to this layout for the imported event sheets to work?
    • will the layout run without it's own M&K object?
    • do i have to copy and paste all the M&K objects from all other layouts?

    i think having to add the M&K object every time a new event sheet needs to access the actions and conditions of the M&K object is inefficient

    Doppel's Workaround:

    Yeah i know what to do:

    -Create M&K object

    -Change it to Global

    -In layers copy the M&K object

    -And paste it to the new layer (on the layer!)

  • i agree with deadeye, using msn messenger as an example, pressing "shift+enter" should be used to move the cursor to a new line whilst pressing "enter" should "accept" the actions you just did

  • here is the concept art for a character in a game my friends are making for their uni project.

    i'm currently fleshing out the orthographic views so they can model it!

    i know the palm of the right hand isn't as long as the left and i've fixed that in the original drawing, i just haven't scanned that version in

    <img src="http://i163.photobucket.com/albums/t294/vinnyang/creature1.jpg">

  • actually, it's not that obvious that you posted it, and there are a LOT of topics to look through were Thommason to try and look through them

  • you could just store the x and y positions of the mouse and then at a later point in time, compare with the store positions with the current position and get the difference.

  • i actually prefer increments of 5 or 15 so could you allow users to set what they want the increments to be instead?

  • i think i requested this before but i'd still like families to have their own set of private variables that only need to be set in something like family properties. this way, all sprites added to a family would have those private variables by default either by being accessed separately or by adding stated private variables to the sprites list of variables but still specifying where those private variables are from and removing sprites from families would remove the private variables that were given due to being added to the family.

  • do you even bother to test play your own creations?

    first game:

    the story description of the game doesn't stay on screen long enough to finish reading in one go, i had to click on it multiple times before being able to finish reading it. you should just keep the story description on the screen until the player clicks again or does something to exit the description. as for the actual gameplay, the description made it seem as if the player would die from everything but the player only moves around the screen and nothing kills it, the cats only freeze in place when the player hovers over them.

    second game:

    umm, the player actually dies this time (or disappears) upon collision with a nail. but at one point the sky is lined up with nails and it's not possible to dodge them ... =/

    even for first and second attempts, you should have a plan of what you want to do with your game, otherwise these half-assed efforts are what results.

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vinny

Member since 30 Aug, 2007

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