Jayjay's Recent Forum Activity

  • Cant you just do a test if the angle is what you want it to be, and then add or subtract from current angle until it is equal to the angle you want to rotate to?

  • Well, in Construct you would still have the "big layout" and to attain a scrolling screen you can center the view on the sprite, but if you want to do it in stages then you should create detectors or something similar at the edge of each screen so that when the player touches it, the screen shifts forward causing the player to be in a new area. If you dont get what I mean then I will try to make an example .cap for you.

    Edit: Speaking of IWBTG didn't the author of that end up on this forum once? If he is still here then maybe he could answer your question better

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  • Looks good! For the music you could look at some of the thousands of songs on Newgrounds Audio Portal, they are usually free to use as long as you dont sell the product you use them in.

  • Isn't this because Construct can only make applications (not games) without Direct X 9?

    EDIT: Oh, I get what you mean now sorry >.<

  • Device name: NVIDIA GeForce FX 5200

    Pixel shader: 2

    Estimated VRAM: 435 MB

    Motion blur: Yes

    Ugh im old tech >.<

    Edit: Got a new pc, specs are

    Device name: Intel(R) 82915G/GV/910GL Express Chipset Family

    Pixel shader: 2

    Estimated VRAM: 101 MB

    Motion blur: No

    Strange about the estimated VRAM though, dxdiag says i have 128mb available to the graphics card

  • No problem =) Im not sure if im 100% correct but that is the only way I could describe it

  • In the import frames section I think that it is just where the hotspot is automatically placed for each tile, this saves your time of setting the hotspot for each frame. I can't explain a hotspot well but if you have done transformations in mathmatics then you learn that all actions (like rotation or enlargement) need a center point to act around, a hotspot is just the "center point" of the object. So if you created the tiles with a center hotspot, then any co-ordinates you move the sprite to will have half of the image above the X, Y co-ordinate and the other half below.

  • Thanks Instance!

    To Ashley, I found that I couldn't put a "play again" button on the Game Overview layout, as going back to the game layout didn't reset the layout (the HUD still showed, and the Random Map code group wasnt enabled) I could easily reset the global values, but I don't know what to do about the layout not truly restarting.

  • Actually its not that much to learn, its surprising how similar the coding style is to the Click products, sometimes I find Construct easier even (especially once you start using sub events which can allow better structure and hiding large events when they are minimized)

  • A demo of my little game similar to Worms by Team 17. This is literally all I have completed so far, so if you have any comments to make about they gameplay or other things that should be done before further development please mention them. The game includes the source if anyone wants to look at/use it (although it is not commented and probably very poorly coded) and as long as you don't steal the whole thing and say that you made it, do whatever you want ^^

    Features:

    -(Slightly) randomly generated and destroyable map

    -Randomly generated spawn places

    -Up to 4 player/mushroom combat

    -Turn based warefare similar to Worms

    -Particle effects

    -Cool pixel shader effects (works without as well)

    The readme contains a little more information, such as what the array object actually does and etc.

    Other than that, enjoy the game =)

    Link -> http://www.savefile.com/files/1629466

  • For the game modes question, it depends on if your objects behave the same and if you want more than one map. For example, if you have a top down shooter where the players/objects/scenery all behave the same in each game mode and the only thing that changes is the objective or rules, I would use different groups for each game mode in a single event sheet and deactivate/activate as nessecary, this would allow the same code to be used on each map/game type you make (just use the same event sheet). Maybe use a global variable to store which game type so you dont need to edit the event sheet for each map?

  • Why switch when you can use both? Whenever you make a program Construct can't handle, use TGF/MMF and when you want to make a program TGF/MMF can't handle, use Construct. Also, some features that arent found in TGF are layers, multiple "action points", physics, shadows, bump mapping, pixel shaders, built-in real time strategy and selection box movements and quite a bit more still. Construct still lacks a path movement though (although paths can still be done by having invisible objects with private variables that give them a waypoint number and then moving the object between the "waypoints" through code)

    EDIT: Sorry, I forgot to say hello XD Welcome to Construct!

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Jayjay

Member since 18 Mar, 2008

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