deadeye's Recent Forum Activity

  • Google [Bot] hasn't made any posts, he doesn't have a profile, and I can't even send him a PM if I want to.

    Seriously Google [Bot], you should share with the community. I'm interested to see what you can make with Construct. Don't be shy.

  • Pretty nice work so far! This is coming along well.

    Just a couple of crits, and I hope you don't mind. Far be it from me to criticize your art, bit the wall slide looks a little odd with his hand and leg sticking through the wall. maybe you could tweak the sprite so that his knee, shin, and hand are scraping along the outside of the wall, rather than passing through it? Just a suggestion.

    Also, the giant sword sprite always being visible looks a little strange, like it's just tacked on (which, I'm assuming it is ). Especially since it's always on the far side no matter which way you're facing. It's like it just sort of floats along next to him and doesn't really look like a part of the character. Maybe you could make a more subtle scabbard that straps to his back, that way it won't stick out as much (uh... literally I guess).

    Maybe I'm just being nit picky, but the game looks good enough that nit picking is all I have to offer

  • Sorry guys, this isn't working. Ever since making the decision to start with things like explaining how to use the IDE and stuff I've lost all interest in this project. Trying to teach the fundamentals is boring me to tears, and I've only opened up my .cap to work on it a couple times since then. Nothing is has gotten done. If I'm going to finish this at all, it has to at least keep my interest. And if it doesn't keep my interest when I'm making it, I can't expect it to keep anyone else's interest when they're using it.

    So I'm going back to my original plan, which is I'm going to assume that whoever is reading my tutorial at least knows enough about Construct to make a sprite and create an event. That way I can move past the boring stuff and get into the interesting stuff. If anyone else wants to make a pre-school level tut, feel free. This one's going to be K through 8.

  • I believe this has been requested before, and there were a couple of problems with it that arose during the discussion.

    1. When two sprites overlap for the first time, there could be several pixels that are overlapping, so how would you tell which point to return?

    2. A complex sprite might overlap another sprite at more than one point (which I guess is just a variation of 1).

    By the way, you should wrap your ascii in code tags, otherwise it's all squished up and makes no sense.

  • That's odd. "Compare private variable" shows up for text objects for me

    But hey, if it works, it works

    Edit:

    Hmm, seems I gave you a little misinformation previously. "Compare private variable" is highlighted for sprite objects, but not text objects. It should still be in the list, though.

  • Ah! thank you very much, got the coin amount working.

    Would you also know how to make something change once it gets to a number?

    As once you collect 5 coins the hat will magically appear (set visible + collision on)

    I can't see any "if/on value" things D:

    +CoinCounter.Value('CoinTotal') Equal to 5
       -Hat: Make Visible
    
    +Duck is Overlapping Hat
    +Hat is visible
       -Duck: Change Animation to "DuckWearingAHat"
       -Duck:  Platform:  Set Jump Strength to 9999
       -Hat: Destroy
    [/code:39lokngo]
    
    You get to the "Value Equal to" condition by selecting "Compare a private variable" in the conditions list.  It's highlighted in yellow, you can't miss it.
  • I'm a harsh critic, but only because I want to see your game prosper.

    The basic idea is good. Blast a ball through an obstacle course towards a goal. That's a nice, solid concept for a game.

    However, the control mechanism and certain little details about the game are holding this basic gameplay mechanic back from being realized and truly fun. As it is now, it's much too difficult for someone unfamiliar with the controls to play.

    First off, the charge time to crate a blast is much too long, especially if your ball is heading off the edge of a platform. By the time you have large enough charge to blow your ball back upwards, it's gone. There's no saving it once it's dropping to it's doom.

    Two solutions:

    1. Make a floor, at least in the early levels. Give the player time to practice moving the ball around without losing it every other blast. Save the bottomless pits for later levels.

    2. Get rid of the charge time. Make each click automatically blast air, but make the power of that blast proportional to the distance of the ball. So if the ball is far away, the effect will be small. If it is very close, the effect will be large. Also, get rid of the ring around the ball that you have to click inside of, if you have the power of the blast based on distance, you won't need it.

    Some small details that will make this a better game:

    • A larger, more visible cursor.
    • "Start game" Starts a new game from level 1 without having to select it from a list. Make a separate "Level select" option from the start menu that goes to the level select screen instead.
    • Death restarts the level automatically without having to hit R.
    • Victory goes to the next level automatically without having to return to the start menu.
    • A cleaner looking level select (also, the cursor isn't visible when over the level select window )
    • Mouse controls for selecting menu items from the menu screen (it's a mouse driven game, stay away from keyboard controls as much as possible).
    • Mouse controls for restarting a level (right click, or small buttons in the corner of the screen to click on).

    You have a good idea and with some tweaking it could be a fun game. As it stands now, though, it's more frustrating and annoying than fun.

  • I just can't wrap my head around this problem. I've been trying for a few hours now and I just can't seem to get it working at all. The closest I got looked okay until you walked off the far side of a box, but the player would still be in front of the box until it hit the floor.

    I'm sorry man. I gave it my best shot, but if I spend any more time on this I'll go completely insane. Good luck though. I hope someone else can help you out better than I can.

  • Okay, so I was getting ready to test out some stuff in your cap and I moved some boxes around to make it easier to jump onto the big box. I found a little bug...

    <img src="http://i36.tinypic.com/2yobn2a.png">

    If you jump onto the big box, and then walk over the edge to drop onto the small box, he doesn't drop. He just floats in midair until the detector is clear of all the box colliiders.

    Anyway, I haven't really started tinkering with the Z sort issues yet, I'll let you know if I have any success.

  • It might as well look like a unicorn turd because I'll never see it on my crappy *** computer

  • Well okay, I'll give it a shot but I can't promise anything. And I won't be able to get to it until tomorrow, I should have been in bed hours ago.

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  • Oh man, I think you just broke my brain

    I'm sorry, I haven't even the faintest clue where to start on that one. I keep thinking a nested loop to sort by z in side of a loop to sort by y might do it (or vice versa, I don't know), but when I try to picture it running all I get is a headache. And to test something like that out I'd have to build my own pseudo-3d thingumer too and... bleah, that's too much work.

    Hopefully someone else has some good ideas for you though.

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deadeye

Member since 11 Nov, 2007

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