Vrav's Recent Forum Activity

  • ... it is, actually. One thing you can try is destroying the objects after a set period of time, or capping the number of objects spawned in at once. It's difficult to tell what is going on, because your description is vague. Hence SuperV's answers.

  • This isn't bashing you specifically, or anyone really, but a pet peeve of mine is someone with a "great idea" for a game, but not willing to learn how to make it on their own: so they gather team members to make their game for them, in the meantime playing inexperienced director. Is somewhat sad, mostly humorous.

    I am "just an artist," but know a hell of a lot more than these random 14-year-old dreamers know about all areas of game development�and I'm not out looking for coders to make real my incredible game idea. My best suggestion to anyone excited about games is to read, read, read everything that persons in the industry have to say, read blogs on projects, absorb as much information as possible, and then consider your ideas. Plan it in excruciating detail.

    It's just, not everyone seems so willing to gain an understanding of the process and demands (as well as compromises) before diving in. Pardon my unnecessary ranting, but. I mean, I suck at programming, but enjoy figuring it out to pull my own story and art together. The creation process becomes a hobby, not a chore or means to craft some game I myself wish to play: it is a game I intend to create and share.

  • Perhaps you should take a long, hard look at the logic of your event code.

    Or share it so we know what is going on.

  • I can't seem to get system variables like DisplayHeight and ScrollXRight to work. I would think them to be Display.Height and ScrollX.Right, but that's not what shows up in the expression when I click for it at the bottom. Neither are allowed, though sometimes the expression shows green when I click through the windows for them, but it tells me it's all wrong when I try to hit finish.

  • A camera plugin where you can have a box display another portion of the layout. Would be useful in say making a TV screen in the middle of a game level that displays an area later on...

    Or in fact, split screen gameplay...

    I think a camera object to control the player's view would be useful. One could apply affects directly to the camera object dynamically, rather than from a restricted perspective. Unless this is all in there already...

  • It took a while to start the progress bar on hotfixes but now that I see it's working this is SO AWESOME. Even if there are deadly bugs for me when it's done updating, I love the way Construct is going. I love it so much, as an artist who doesn't want to learn to program. I shall give the application an affectionate pat on the head.

    Though. 3D engine! It's kind of dead now, but some surprisingly motivated and talented programmers I met weren't stuck on making a game, they were rather intelligently in favor of first making engine. It is still being made I suppose, but uses various open-source things, Ogre for graphics; I think it would be awesome once Construct sees a bit more action and development to dream about incorporating something massive like that.

  • Such frequent updates, yay.

  • - Improve the Controls system; allow two movements to use separate controls, have a Set control action, allow gamepads and such.

    It would be nice for you to include the full keyboard. I can't test my games in dvorak, where wasd is actually ,aoe... there is no comma or period in the controls or key pressed check. Or at least, that I saw. If I'm wrong, it would be nice to know the way, outside of switching to qwerty every time I wish to test a Construct game.

    Gamepad use would be one way around it, but still.

    "Set control" sounds awesome.

  • It would be useful for development as well, since currently (I think) if you try to update the graphic of a sprite, everything you have put on it is simply thrown away. Disappointing.

    Similar effect when you cut objects from one layer to another. It completely destroyed my code. :\ But! Lesson learned.

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  • Why not make a background layer and place everything you need there?

  • Messed with your game when you first posted it... I set ball and particle to Bullet movement, and could get the particles to spray downward, ball to bounce off the bat, but my lack of trigonometric ingenuity resulted in only a basic, fairly incorrect deflection when the ball hit the new wall object I made. So, I gave up on math.

    http://www.mediafire.com/?62tx55scdmx

  • I haven't set it up properly for my game yet, but AutoHotkey is an incredible program once you get the basic hang of redefining keys.

    Tested an old script I used to play an RPG on my 360 gamepad, and it worked fine in Construct. Just so you get an idea of how simple it is, this is the script in notepad:

    Joy6::Send {Enter}
    Joy8::Send {Escape}
    
    Joy1::
    Send {Down down}
    SetTimer, WaitDown, 30
    return
    WaitDown:
    if not GetKeyState("Joy1")
    {
    Send {Down up}
    SetTimer, WaitDown, off
    return
    }
    Send {Down down}
    return
    
    Joy3::
    Send {Left down}
    SetTimer, WaitLeft, 30
    return
    WaitLeft:
    if not GetKeyState("Joy3")
    {
    Send {Left up}
    SetTimer, WaitLeft, off
    return
    }
    Send {Left down}
    return
    
    Joy2::
    Send {Right down}
    SetTimer, WaitRight, 30
    return
    WaitRight:
    if not GetKeyState("Joy2")
    {
    Send {Right up}
    SetTimer, WaitRight, off
    return
    }
    Send {Right down}
    return
    
    Joy4::
    Send {Up down}
    SetTimer, WaitUp, 30
    return
    WaitUp:
    if not GetKeyState("Joy4")
    {
    Send {Up up}
    SetTimer, WaitUp, off
    return
    }
    Send {Up down}
    return[/code:2jusld89]
    
    The only reason I set movement to the keys instead of joystick is because I'm lazy; bear in mind that it entirely possible to customize and macro-ify any keyboard, mouse and gamepad input with an AutoHotkey script.
    
    Built-in gamepad use for Construct would be cool! If you didn't know, you can change global input keys and their aliases when you click your game name in the project pane; 'controls', at the bottom of its properties window.
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Vrav

Member since 8 Dec, 2007

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