PixelRebirth's Recent Forum Activity

  • Uh, now this will come in handy!

    Thx Davioware!

  • In order to do this you should have a close look at the following wiki page:

    SYSTEM EXPRESSIONS

    That would be the needed push in the right direction for you.

    Other than that I made a cap which does what you requested. Enter a name in the editbox and click the calculate button. For the letters you had in your example I assigned the same values. So calculating "Michael" will indeed give 78.

    Here's the link: http://dl.dropbox.com/u/2306601/namevalthing.cap

    And my further approach to this is to EXPLAIN NOTHING else about it. You go figure it out. That should make for about the best possible learning experience.

  • I added Top 5 highscore to the game. Had to make some changes to your INI, so be sure to use the new ini file for a testrun. It was a quick hack but seems to work perfectly.

    http://dl.dropbox.com/u/2306601/Spiderman_high5.rar

    It's a nice thing you're doing there Guyon bringing some joy to a kid that has been dealt a tough hand by life. Glad I could help you out there a bit.

  • There's a good example for an instant-hit laser provided by Ashley himself:

    http://www.scirra.com/forum/viewtopic.php?f=16&t=915&start=0

    That should help you out.

  • What's in this post might prove useful to you:

    http://www.scirra.com/forum/viewtopic.php?f=3&t=7452&p=58102#p58102

    As far as understanding hash tables and arrays go:

    https://sourceforge.net/apps/mediawiki/construct/index.php?title=Hash_Table_Object

    https://sourceforge.net/apps/mediawiki/construct/index.php?title=Array_Object

    In case you didn't read those already.

    And welcome to the forums! Keep asking if you're having problems.

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  • I'm pretty much in 100% agreement with those propositions.

    Completed Addons (currently subforum to Uploads, make top level forum)

    ---- Work in progress addons (subforum)

    Yay, completed addons are ever so important!

  • Actually I wanted to make a little Halloween game this year, but as usual I didn't come around to do so. Then like 4 days ago I had the idea of making use of the awesome Input System Plugin and adding customizable controls to the old Slasher Boy demo. And well, just in time for Halloween I completed the 2nd edition demo I want to share with you here.

    <img src="http://dl.dropbox.com/u/2306601/slashshotnew.png">

    So yeah, it's basically still last year's game. Probably not mighty interesting if you were around then and played it. Here's a list of the most important changes:

    * Gamepad support, Xbox 360 controller auto detection and customizable controls through a little included app.

    * There is still no music, but you can add your own tracks to the game with that app as well, if you feel strongly about it.

    * Pause! Yes, now you can pause the game.

    * Collecting knives now earns you an extra life, before you only received score.

    * Boss and enemy exploits removed.

    * Harvester stage refresh rate glitch fixed.

    DOWNLOAD 2ND EDITION DEMO FROM GAMEJOLT

    (see the included readme.txt for further info)

    I was quite in a rush today, as I am leaving soon for some (actually not Halloween related) partying. So I hope no major issues slipped through.

    If you find anything - especially with the newly added custom controls feature - feedback would be very much appreciated.

    And not to forget: Happy Halloween everyone!

  • I encountered a really weird bug with the SpriteFont plugin in Construct 0.99.96. When I add more than 1 SpriteFont object to my layout, it instantly crashes when trying to run the cap. It doesn't matter if those are instances of the very same object or two different SpriteFont objects. I'm using SpriteFont version 0.99.99RC.

    To make it even weirder, this only happens on my XP home SP3 machine, but not on my Win7 64bit home premium pc.

    Can anyone make any sense of that?

    EDIT: also happens in 0.99.95. Even went back to 0.99.7... seems to happen no matter which version.

  • Wow, it has already been 3 years. From a blog post I know that it was about the 29th Oct 2007 when I first laid hands on Construct. And boy has it improved since!

    Happy Birthday to Construct! And can't wait for 1.0...

  • As other people mentioned this is a beautiful and unique looking game you have here. The only thing desired are more frames for your animations. But I guess that'll be improved once you progress.

    When I took a look at your cap I soon got a vibe of you overcomplicating things.

    • Your animations have frames for both directions, when just one and the auto mirror attribute would do.
    • You use Play Animation actions where it's not necessary.
    • You have different conditions for different directions when you spawn the attack wind sprite (GustAttack). You don't need that for right/left, since spawned objects will automatically adapt to the angle of the object they're spawned from.
    • The many events you use to control your lifebar. That can and should be done with simple math. One event.

    That's just what I noticed taking a quick look.

    Regarding some of the problems you're having:

    -When talking to characters, you need to press the button twice the first time.

    That doesn't seem to happen for me.

    -Attack and Death animations not playing correctly (getting stuck on frame 1 etc.)

    Well, the way your attack events are set up it's bound to not work properly. First of all it's possible to just quickly press the attack key without actually attacking. The animation will briefly play and go back to normal then. Instead you should make it that when you press attack, the animation plays at least 1 time and a wind sprite is spawned.

    I think it's your intention that the attack animation should stay on the last frame and keep spawning wind if the player holds the key. So this kind of works already, although you shouldn't use For every x ms there. Instead the first time you spawn it you add to a PV a certain value and keep always subtracting from that value (use timedelta). When its 0 or below, you spawn again one and reset the value.

    L5j, those are some good design comments too. I've been experimenting with getting glide to work with the same button already, but haven't had much luck getting the script to work. Does anyone know of any other Construct games which use a double jump or glide?

    Why wouldn't glide with the jump key work for you? Simply replacing Z with SHIFT in your events already does seem to do the trick. Am I missing something?

    Edit: ah I see, there's an issue with the whirlwinds now. Could be fixed by raising the jump strength for example instead of changing gravity direction.

    In addition to that I'd like to suggest only using two keys (apart from the arrow keys) for this. One attacks, the other one jumps and glides. Talking would be done by pressing up arrow. I'd love to have X and C as action keys, as opposed to X and Z btw. It's a keyboard layout thing. Imagine trying to control your character on a keyboard where the Z and Y keys are switched (as they are on many european keyboards, see wiki).

    I'd also like to suggest disallowing bunny hopping and making use of jump sustain for variable jump height.

    -Score doesn't carry over between layouts

    When you run the game in debug mode you can see that the score is actually carried over. Yet the text shows 0. What also striked me as weird is that I do get points for killing enemies, as one can see in the debugger, but again it's not shown in the text.

    Ultimately I noticed that your ITEMS event sheet was doing it's own thing, yet changing the ScoreText text object over again. Therefore it appears faulty. I think you were testing something out with that event sheet? Just exclude it and it will work properly.

    And again I have to say very promising project. Looking forward to future updates! Hope my comments help a bit.

  • > pre rendered 3D is the worst thing that can happen to a good game.. good pixel art is beautiful. Ever played knytt? No one is playing that game and complaining about the graphics, even if everything is really simple, not even advanced pixel art. It's just... beautiful.

    >

    Have you heard of a game called Donkey Kong Country?

    XD

    I have to say that I tend to agree with Attan here (yeah, big surprise ). At least prerendered stuff has to be really amazingly well done for me to actually like it.

    DKC is a good example, though it still can't come close to the charms of SMW imho.

    all styles have their place.

    True!

  • In short, low-res is easy?but again I say, it isn't a stylistic choice.

    Why the F can't it be a stylistic choice? And what are you implying by stating that? And no, it's not easy to make top quality lowres stuff. It's still true though what Quazi said and I like to think that you're getting at that when you label it "easy".

    We are no longer in an era where sellable games can afford to have their art created by programmers instead of artists, because even Joe Shmuck can tell when the art is poorly made.

    Naturally there is bad lowres art. As there is bad HD art. Poorly made graphics can't be defined by the resolution or graphical style only imho. So you're saying games shouldn't have poorly made graphics. Yeah, so what about well made retro art? It's automatically poor because it's lowres?

    Look, for example, at Cave Story and Spelunky: both games are either available or "coming soon" to consoles, and both featured low-resolution art. Notice I say "featured": now that they've got some funding, both are getting a graphical overhaul. This isn't a coincidence. Low-resolution art is sellable only for nostalgia value: it isn't now, it isn't valuable.

    Of course HD graphics do appeal more to the mass market. And after all those games are being made to sell copies. This doesn't mean games without HD aren't valuable. What's the value of the original Cave Story game? Doesn't it have any because it's free and lowres? It's still widely considered the best indie game ever. Unless value equals money for you, I'm not quite sure what you're trying to say.

    Also if you give a statement that a 2d game should be HD because we're not in the 90s anymore and all... it's basically evidence of you not considering games to be art at all.

    Don't get me wrong. By all means, make a HD game. I enjoy those too as I enjoy all well made games. But there's still one good reason why people should keep making retro games: because they want to.

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PixelRebirth

Member since 26 Mar, 2008

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