deadeye's Recent Forum Activity

  • I went straight for the physics when I first got a hold of Construct, so I'd say Pachinko. Or Billiards (which I did). Maybe Mini-Golf (but you wouldn't really need physics so much for Mini-Golf).

  • Look, I'm not saying you're wrong. I'm saying 1024x768 is not as bad as you're making it to be - even on aging computers.

    I didn't say it was a bad resolution. I said it was a bad size for a window. Go ahead and make 1024x768 fullscreen games.

    I can't recall ever using any games or programs that run in a statically sized 1024x768 window. And there's a good reason why... it's to big to cater to a significant portion of people.

    In five or ten years when everyone in the world has HD monitors it won't matter. But if you really want to go blazing trails on your crusade to promote HD window sizes, go right ahead. You'll be alienating, or at the very least annoying, a large portion of potential players. Will they be able to play it if they change their desktop size? Sure. And so could I. But why the hell should I have to? It's a courtesy thing.

    I guess if you don't care about alienating users, or you really just want to cater to the HD niche and not bother with anyone else, then that's fine, but it doesn't make my point any less valid.

    And my point about making this particular game 800x600 still stands as well. I did it. It was a simple fix. I resized the window and then resized the map to fit it. It didn't seem to adversely affect my gameplay experience at all. In fact, it was more enjoyable, because it fit nicely on my screen.

  • DISCLAIMER:

    This project is in no way an official Scirra tutorial. It is my own creation. I am merely providing it to whoever wants to look through it for educational purposes.

    So here it is. The full .cap, the demo build, the sounds, and the music for Little Hitler in Toyland.

    http://www.mediafire.com/?xdytqn2fyjr

    What's covered:

    • Menu Screen
    • Controls
    • Animations
    • Audio
    • Enemy AI
    • Collision routines
    • Level changing sequences
    • How to make jump-through platforms
    • And, uh... Everything else. It's all there.

    It's all rather heavily commented. I explain what variables are doing and why certain events are being used, how to achieve certain effects, etc.

    In the places where I knew I could have or should have done something different, I made a note about it. Likewise I commented where there is obsolete code that was fixed by the new platform movement in .93. If you have any questions, or any critiques on how something could have been done differently, feel free to post them.

    Hope this helps some people out.

    Oh and I don't think I have to mention this, but it's just for educational purposes. So don't go using the art in your own project or releasing your own build with new levels or whatever. Not that I think you would, I'm just saying. If you're really itching to help me with a final release or whatever then PM me. All other questions about it belong here in the thread.

  • Hey Hideous, good to see you stop by.

    Did you block Construct from connecting to the web to update via the hotfix? It should fix the Platform movement... unless Ashley took it down for some reason.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Okay then. I'll just pop on down to Wal-Mart and pick me up a new monitor. They take Monopoly Money, don't they?

    Seriously though, you do have to keep in mind what your users are going to be playing on. If you're just making the game for yourself, that's cool, go hog wild. Set it to ten bajillion by twelve quadzillion resolution if your monitor can handle it. But most windowed games are 640x480 or 800x600 for a reason... to be as compatible as possible with most people's systems.

    And HD isn't as norm as you think it is. A whole lot of people are still using computers they bought five years ago.

  • What, it's really that easy? Just add "* TimeDelta" to the end of all your per-pixel movement stuff?

    Wow. It is nice to know what it means behind the scenes, but I thought it was way more complicated than that.

  • Why should the window size be smaller?

    Mainly because not everyone's desktop is set to "huge." A lot of people still have dinky monitors, or are far-sighted, or just plain like a lower resolution. My desktop is set to 1152 x 864 because my icons and fonts show up nice and readable but still small enough to have room on my desktop.

    A 1024x768 window spawns halfway off the screen for me, and it takes up a lot of space. And if it happens to me, it'll happen other people.

    If you want windowed, stick with a max of 800x600. Anything higher, go with fulscreen. I played around with your game at 800x600 for a while, and it seemed fine to me.

    Thank you for your tips on the spawning thing. I looked at that event first, but i didn't really know what it did so i took the one i was used to.

    No problem

  • Glad to help

    And yeah... the title was made with the Random Video Game Name generator. The game was going to be a competiton entry at TIGSource, but I didn't quite finish in time.

  • Okay, I've had a chance to play this.

    The graphics are cool. Did you do them yourself?

    The player movement is nice and Asteroidsy. It feels authentic. That said, I never was very good at Asteroids so yeah, it's kinda tough.

    The pushing physics works great.

    And on the down-side:

    1024x768 is way too big for a windowed game. The biggest you should ever make a window is like 800x600, and even then that's kinda big. So I changed it to 800x600 and rearranged your map level. When I did I noticed that the lasers were spawning away from the ship, which leads to my second crit:

    You shouldn't use the System object to spawn object-specific things. Instead of this:

    [ul]	[li]System: Create object Sprite2 on layer 1 at (0,0) from Spaceguy's image point 1[/li]
    	[li]Sprite2: Set position to object Spaceguy (image point 1)[/li]
    	[li]Sprite2: Set angle to Spaceguy.angle[/li]
    [/ul][/code:2lpz6vwi]
    
    You could just do this:
    
    [code:2lpz6vwi]
    [ul]
    	[li]Spaceguy: Spawn object Sprite2 on layer 1 (image point 1)[/li]
    [/ul][/code:2lpz6vwi]
    
    First, it makes more sense to have the object doing the shooting to spawn the bullet, and second, it only takes one action (because the Set Position and Set Angle are taken care of automatically).
    
    Anyway, it's a cool project and I'd like to see it developed further.  Hopefully you can get your collision stuff working.
  • Wow when did Help/Tech become 4chan?

  • Yes, as Doppel said you should set the sampling to point. That will take care of the blurriness.

    As for he rest, I've run into this exact problem with my game. I asked Ashley about the scrolling issue and he said that due to the way Construct scales things up it would be too hard to change, so he offered up a solution:

    Solution 1. You can check "Unbounded scrolling" in the layer properties.

    Problems with this solution:

    • This will make the outside of your level visible, so you have to fill it with graphics.
    • It also means that your player will be in the exact center of your screen at all times, even when at the edge of your level, because Construct is scrolling outside of your level.

    Solution 2: Make some extra space around the edge of your level to compensate for your zoomed screen size. Like this: http://i25.tinypic.com/35hpgfr.jpg Just make sure that Unbounded Scrolling is un-checked. This will make your screen scroll normally. If you want to see it in action, here's a demo of my game: http://willhostforfood.com/access.php?fileid=17966

    Problems with this solution:

    • It makes your level bigger than it needs to be.
    • You will need to rearrange all your tiles.

    If you have any questions, feel free to ask.

  • I've had a little bit of success making physics detectors with Create Hinge. For instance, if you have a solid physics circle that's 32px you can make a no-collision physics circle that's like 36 or 38px and attach it via a hinge with high stiffness. The hinge sticks better than setting the xy coordinates with an Always event because it happens during the physics behavior update rather than in your event sheet, and since it doesn't do physics collisions you can test for basic sprite overlapping. Also be sure to set your detector to like .01 mass so it doesn't cause drag on your object.

    Something to try anyway.

    And I'm afraid I can't check out your game at this moment because I'm posting from a different computer, but I'll be sure to take a look as soon as I get on my own.

deadeye's avatar

deadeye

Member since 11 Nov, 2007

Twitter
deadeye has 1 followers

Trophy Case

  • Email Verified

Progress

17/44
How to earn trophies