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  • Unfortunately same here. Unexpected error crash...

  • Although I like your enthusiasm, I fail to see the point of this thread.

    Basically any 2D game you can think of is possible to do in Construct. Period.

  • Ahhh! Damn that sounds so useful! So much simpler than I thought too. I suppose with some effort you could even include a custom editor as part of the game too couldn't you? If all the complex bits remained internal, then the editor just let you place things. It's within the realms of possibility isn't it. Dammit this program is cool, lol.

    Of course it's very possible. If everything turns out as intended my next small game will include the level editor.

    I've made a full timeline based animation editor/recorder for a complex character rig.

    Sounds like a very cool thing actually.

  • Let me give you a very simple example for some sort of grid-based game.

    So you would make your editor in a way that when you clicked somewhere on the playfield, it would create a tile at the current grid position.

    Mouse1 clicked -> create tile at floor(MouseX/32)*32, floor(MouseY/32)*32... if your grid resolution was 32 that is. Then you'd have an Array with the correct dimensions: LayoutWidth/32 = Array.SizeX and LayoutHeight/32 = Array.SizeY. And on click or with a loop on saving you could set the value of the array to info that is relating to the object at that position (object name or animation name/frame of the tile for example). To save your level you can simply use the save to file action of the array.

    Now in the game you run a For each element loop of the array and create the according objects at Array.CurrentX*32 and Array.CurrentY*32 positions. And then you'd have your game engine on top of that. Voila...

    That's for a very simple example. You should also look into Hash tables and INI files, which are usually used to store data outside of the game exe itself too. For more complicated editors an array wouldn't be feasible after all.

  • You can always call functions which forget picked objects. Or if you want to pick every instance of an object which has been previously picked in an event tree, you could simply use a family for that purpose.

  • First I thought I would be able to do this with the Orbiter plugin, but as it turns out that one doesn't like setups where two objects orbit each other, so to speak.

    Anyway, my first tries at achieving something new are usually pretty bad, but I came up with the following:

    http://dl.dropbox.com/u/2306601/sticky_002x6.cap

    If I understood correctly what you wanted to achieve, this should at least come somewhere close.

    A and D rotate around one end of the stick and left and right arrows around the other. I don't know really how this should act, but rotating both ends at the same time in opposite directions results in the whole thing moving. You could also block this kind of behavior if it isn't wanted...

    Ah well, just tell me if this was useful.

  • Yes, now I see what you meant.

    Works like the instant hit laser example basically. Curious how this is of relevance to AWESOME BOT ADVENTURES... I mean DEFUNCT.

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  • I'm not sure if I know what you're talking about.

    [quote:1mi2i4u8]I was just wondering how it would be possible to get the collision that's closest to the Origin Point.

    By getting the collision you mean the X/Y coordinates of the point where that line collides with the wall or ummm... and in this context the origin point is supposed to be where that line is tagged on the player? Maybe because it's too early but in spite of those 2 images I can't figure out what you actually mean.

  • Ahh well, I figured it was staggered sprites, but I was hoping it wasn't.... kinda.

    I mean its possible to do the same thing with much smaller sprites stretched, and tiled with u, and v. I just haven't figured out how to do that correctly.

    Yes, the terrain is made out of three different 64x64 sprites and the water out of two. I'll add some more textures and will probably go for the generic mountains with snow on top for this example too.

    i you post a cap ill show you how to mount it on a sphere to make a populous style planet

    I was wondering about creating planets like this. Some spheric warping math or something? I'll release the source soon so maybe you can give it a whirl then.

    I updated the link in the first post with another improved version. The heightmap is working correctly now with the light and I added some sort of fake lightmap, at least I like to call it that. It's a bit glitchy in certain situations, due to the way I did it and the fact that Construct isn't a 3D engine, but it gives you a better 3D feel overall imo.

  • A little reminder:

    If you're going to participate please make a thread about your entry until December 1st (or as soon as feasible). It's not really mandatory anymore, but it would be nice to follow the progress of the games a little along the runtime and to get a vague idea of the number of entries too.

    Looking forward to some cool games!

  • Yes. Many thx to you kind madster. Gonna try this out right now!

  • I knock everything out of the way with my mean Eosinophile, haha!

    This seems interesting enough. I'm curious what the gameplay mechanics would look like.

    Btw I believe those cells could use a slight warp effect.

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PixelRebirth

Member since 26 Mar, 2008

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