linkman2004's Recent Forum Activity

  • This is a very simple, 10 step map editor I whipped up to demonstrate how to make one. It allows you to place two different types of bricks(easily expanded) and a spawn-point, and also save/load your maps and test them out in editor! <!-- s:) --><img src="SMILIES_PATH/icon_smile.gif" border="0" alt=":)" title="Smile"><!-- s:) -->

    Instructions:

    LEFT CLICK - Place green brick

    RIGHT CLICK - Place red brick -- same functionally as green brick, but added for variety and to demonstrate creating objects by name.

    MIDDLE CLICK - Place a spawn-poin for your man to start at.

    SAVE BUTTON - Save your creation

    LOAD BUTTON - Load your creation

    TEST BUTTON - Test your creation

    CLEAR BUTTON - Clear the map of all bricks and spawn-points

    MAP NAME EDIT BOX - The box next to the clear button. Be sure to put in the filename of your map for loading and saving -- don't include file extension or path.

    Just a note, the man is simply controlled with the default platform controls, so that doesn't require explanation. Also, the CAP is fully commented, so it should be pretty easy to comprehend. Let me know what you all think. <!-- s:) --><img src="SMILIES_PATH/icon_smile.gif" border="0" alt=":)" title="Smile"><!-- s:) -->

    UPDATED 2/22/2013 - Added new link

    Map editor example

  • Yes, I agree with you. The method you are specifying is a good way to develop levels. But at the moment we are trying to develop the game only using the features available with Construct 0.96.4 release. Therefore I am looking for a already available technique/ trick to modularize the game without modifying the source code of Construct.

    You wouldn't need to modify the Construct source-code to make a level editor.

  • Yeah, it's not crashing for me, either. I'm not sure what the problem is.

  • Glad you like it.

    Yeah, I just realized that the example file is still using the original oultine object, which is why it crashes.

  • I went and modified the original outline effect to support custom colors after seeing this. The thread is over here: Custom Color Outline

    I hope Ashely doesn't mind that I hijacked his outline effect.

  • So, after seeing this topic, I decided to hijack the outline effect and add the ability to choose the outline color.

    Custom Color Outline

    Just dump the "Color Outline.FX" file into the Construct effects folder. It doesn't overwrite the original. It also comes with an example CAP demonstrating it's color-ness. Hope you don't mind that I hijacked your plugin, Ashley.

  • While working on a game I'm making, I ran into the limit for the physics area size. The size is approximately 4192x4192. I've uploaded an example below. Is there anyway this can be changed?

    Physics Area Limit

    The box will just hit the bottom and freeze, showing where the size limit is.

    Note: The layout size isn't really small, it's a 4192x4192 layout zoomed out really far to demonstrate the limits more easily.

  • I don't think that you can disable the physics movement yet.

  • Woooooo! Excellent update! I can finally work on an Incredible Machine clone.

  • Just tried turning off caching, and it did keep the memory usage from inflating.

    One other thing, though. Sound seems to slow it down quite a bit while too many positioned sounds are playing. Is there any way to speed this up?

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  • I was recently working on my game, implementing sound, when I noticed that there was a large memory leak in the DirectSound object. Everytime I use "play resource at object", the sound is reloaded into memory without getting rid of the old one, so memory gets sucked up incredibly quickly, resulting in extremely slow performance eventually.

    I reported this to the bug tracker, but I want to know if anybody else has had this issue.

  • Booyah! I really can't wait for the next build now.

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linkman2004

Member since 15 Jan, 2008

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