Drew Carey's Recent Forum Activity

  • I'm currently working on Phys-Box primarily, and a bunch of concepts for a new HUD for it on the side.

    Other than that I started some time ago on an RTS system, but due to your aforementioned laziness I stopped work on it (and progress on Phys-Box has been slow as well).

    Right now I'm only really messing about with concepts until I find a suitable side project for the times when I'm bored with Phys-Box. Currently, the best candidate is a top-down survival game somewhat like Notrium.

  • Sounds have priority over Death. Dying will be part of the fabled zombie patch. <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" />

  • Yay!

    -50 excess events.

  • > I think the Progress Bar can track variables, but you'd be better off using a box and set width than a progress bar I think.

    >

    Agreed. Unless, of course, you happen to need a shiny blue heath meter for your game, then by all means go for it.

    Though with a couple feature additions the progress bar could be used more frequently. An option for transparent (or different colored) background, and the ability to change the look of the bar (possibly with the image editor, but even a simple gradient changer would work) and you've got a winner.

    I'm pretty sure the progress bar is meant for applications. It uses the default progress bar look for your Windows skin (I have the pretty green Vista one <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" />) so customizing it would be kind of out of the question right now. It's not too hard to do one yourself with a box or gradient anyway.

  • I think the Progress Bar can track variables, but you'd be better off using a box and set width than a progress bar I think.

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  • I was wondering why it told you the zoom level in the status bar.

    Excellent. This will make aligning objects much easier.

  • Incredible.

    Would it be possible to get a copy of that .cap so we can see how it's done (and I'd really love to get my hands on it and make a proper game from it <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /> But that's for another time, and I'm not sure I want to do a 3D one, I more want to do an isometric but anyway)

  • It should be on the physics movement as well. It should be on all the movements.

    Bullet movement has "Set activated" already, however physics has no set activated in it, which it should have.

    Because then I can make bullet retardant fields that make bullets... stop, then fall, and fade out as they do so.

  • Well after 1.0 I will explore 3D a bit more, and see if I can come up with something cool to play with - 3D sprite would be a good way to go.

    I'd look for some form of mesh support. You're using Newton GD for physics (last I heard anyway) so perhaps you could update the wrapper to support 3D and mesh collisions as well - with support for even some basic mesh stuff, physics and lighting you'd have enough there to give Construct a real edge.

  • Thanks for pointing that out, I feel kind of dumb for missing it.

    Maybe I should sleep sometime, I hear it's beneficial.

  • If I wanted to set the angle between two objects gradually, how could I do that?

    For example, I want my rocket to turn towards the cursor at a rate of 2 degrees per frame. How could I go about achieving this effect? (rather than the rocket simply pointing to the cursor all the time)

    Some sort of function to get the angle between two objects would be handy (if there isn't already one there, I believe sin/cos/tan could possibly be used however I was always bad at trigonometry and the like D: )

  • Remind me Drew, what was wrong with event sheets? I thought they were working.

    Things with events in more than one event sheet seem to bug up.

    I'll go fix up my .cap with the sheets and show you, I meant to do it earlier but forgot <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" />

    I'm dumb lol

    Just realized I never deleted the jump event, hence why the player was jumping twice as high.

    Ooops

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Drew Carey

Member since 9 Jan, 2008

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