Attan's Recent Forum Activity

  • but all this is still possible with his idea... I agree that stand-in graphics for the bonemovement would be really usefull. It would still be separate objects when you replace it with a sprite.

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  • This might have allready been requested, but a simple "is focus on" test for the editbox is would be much appreciated.

  • I'm really looking forward to that. Will use it in my AI enginel. But for now, my problem is solved by being told about the spawn object by name action. Thank you for your help! And lucid, thanks for all your contribution to construct. You're a beast at creating plugins.

  • Exactly. Actually i think all object picking should be by name.

    Edit: Creating an object was actually what i had to do. And it worked perfectly... so... yeah....

    But i still think being able to pick objects through expressions all the time would be a better system.

  • Well the thing is that for this engine i'm working on I'm trying to make everything to be as efficient as possible when i'm expanding the game later on. Right now i'm working on a weapons system, and without this option each weapon needs an extra private variable added, and so far everything is 100% free from unnescessary repetitions.

    Is it hard to add? Because i've thought of it before, and i think it's really wierd that you type everything in eccept the objects that you have to pick from a list. Using calculations or values to pick objects looks to me like something that should have been there from the beginning.

  • I bet he will. Just look at his other creations.

  • Hi!

    I need to pick an object, which name is in a global variable. For example:

    Key space is pressed

    -global (doomed): Destroy

    is there any way to do this without having to create a PV and manually write the name in for each object?

  • on my laptop:

    Device name: Mobile Intel(R) 4 Series Express Chipset Family

    Pixel shader: 3

    Estimated VRAM: 1339 MB

    Motion blur: Yes

  • MMF used a pretty good system. When you pasted events into a new game it inserted the nescessary objects, and you could then right click an object in the events and choose "replace object" to pick a new one. It was far from perfected (it was mmf after all) but it worked, and right now construct is terrible in this way. You have to rewrite practically everything.

    Edit: I really think a simple way to copy code between .caps should be implemented far earlier then construct 2.

  • Looks very interesting, but i can't really figure out how it works. How are the cops moving? What is your goal?

  • That is without question the coolest example i've seen so far. SO DAMN HOT! Is it okay to use this? I'm going to have like one level in this style in a bigger game.

  • Really nice! The hinges seems to work a lot better now compared to when i last tested them.

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Attan

Member since 14 Nov, 2007

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