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  • Pretty amazing stuff, well done!

    Have to toy around with this some more.

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  • Cool idea for a little app.

    Only gripe I have is that the slider handling seems pretty glitchy. It works better if you just use Drag and Drop behavior (horizontal) and one single always event that clamps it.

  • You can "store" an instance in a variable by storing its unique ID (UID) in a number variable. To get it back, you just use a 'pick by UID'.

    You can also reference an object type simply by storing its name string in a text variable, but I'm not clear what you would want to do with that.

    Similar techniques work in Classic. It's an interesting idea, but I'm not clear what it would allow you to do that you can't do with the above. How exactly will it work with the SOL/picking algorithms?

    Fair enough, I think for most uses this would work perfectly well and using PVs with UIDs is being done in CC quite regularly, you're right. Maybe I was overthinking the matter.

    Also these features exist in S not with simple variables, but one-dimensional arrays, which is a different story. Like iterating through a specific list of objects easily or saving/loading levels with a custom editor.

    Maybe that's what should have been my intention with this thread: how about the superstructure kind of arrays/functionality for C2? <img src="smileys/smiley9.gif" border="0" align="middle" />

  • I was wondering if there were plans to have variables that aren't limited to numbers/text/boolean, but can also hold objects and objecttypes.

    For Construct Classic you can basically do this with lucid's S plugin and I think it's an incredibly useful feature and therefore should be built-in.

    I didn't follow C2 development as close as I should have, so chances are I might have missed discussion about this matter. Feel free to enlighten me. <img src="smileys/smiley9.gif" border="0" align="middle" />

  • Do you mean other objects should only collide with the actual pixels of your sprite, but you want the complete bounding box area to be clickable still?

    It would probably be the easiest way to just use another invisible sprite/box object for the bounding box area.

    If you meant something else please do clarify.

  • Under properties you can set 'Collisions' to 'Bounding box'.

  • It runs but with lots of delay, and i get the resolution message '1280 x 720' at the beginning.

    Why is such the large resolution needed ? a lot of people will struggle to run it.

    I honestly don't think it would run considerably faster for you if the game used a resolution of 1024x768 for example.

    It's more an issue of a plethora of effects which are applied to a fair amount of sprites I would imagine. Also there are some unnecessarily big textures in the game, which might cause problems with weaker cards. Regarding that point I can (and will) improve.

    One big performance issue that persisted even on newer systems is a short freeze that might happen when you manage to destroy many skulls at once. This is because the destroying effect will eventually force Construct to create 640 or more sprites at once, depending on the situation.

    A big design flaw on my part of course, but I already cut it down to about 75% less sprites, while the effect itself still looks about the same. My own testing so far indicates that now those freezes are gone.

    So there will be some performance improvements in the (hopefully) final test release 3. I can't promise it will make it run much smoother for you chrisbrobs, but I'm sure hoping it'll help some!

  • Didn't find any serious issues testing this. Exported games seem to work fine and you can also adjust most of the important aspects already.

    How about you make the block selector graphic changeable too? And the score font of course (which I guess I mentioned earlier), although that might be a little tedious to do. At least when you still want to stuff it all in the same little window.

    One issue I found though is that the background graphic can't really be changed. It always stays the same no matter what you select, in the edtior and in the exported game as well.

    EDIT: Ah, my bad. You have to click the thumbnail to actually change the graphic. I miss things like that easily.

  • There are some very nice atmospheric touches in this already. Right in the beginning when the helicopter goes down, you realize that this isn't just a simple ghost shooter variant (you might want to change the description, since implying that will turn people away from downloading).

    Instead of having a light blob on you, I'd prefer a proper flashlight to see further in front of the player. You're really easily lost in dark areas right now.

    I like this very much so far. Gives you already a sense of survival which is needed for these kinds of games. Looking forward to future versions!

  • Doesn't seem like a very specific question.

    Most graphics tools can be used to create pixelart. One that is particularly suited for the task would be Graphics Gale. But you can just fire up MSPaint and go for it. Although I would suggest a tool that supports layers at least.

    If you actually need a tutorial on how to draw pixelart, this is not really the place to request that. Google will be your friend though. <img src="smileys/smiley2.gif" border="0" align="middle" />

    In case this reply doesn't cover what you actually wanted to know, go ahead and clarify.

  • This seems like a great animation tool!

    Without a plugin and the limitations of lite (no alpha and not even PNG, come on! <img src="smileys/smiley2.gif" border="0" align="middle" /> ) it's a bit offputting at the moment to try to toy around with.

    Still I'm planning on giving this a serious go soon, as it really looks promising! Any rough idea when the plugin is to be expected?

  • Seems like Chrome is getting ahead of the bunch. Even outperforms IE9 now! We are getting somewhere.

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PixelRebirth

Member since 26 Mar, 2008

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