PixelRebirth's Recent Forum Activity

  • Can the game be partially completed?

    To clarify: you would still have time till January 10th to complete your entry. However you'll have to sign up for this compo until December 1st. There's no joining in late during the runtime of the competition itself.

    My friend and I are working on a game with, GASP, zombies (originality at its finest). There's probably going to be some decay in intelligence, too... though I'm not sure if that in and of itself with validate this game for the contest.

    ANYWAY, as soon as we get some art assets, and confirm with him as to whether I can enter us in (this is, after all, a group effort), I'll start a thread.

    You can almost assuredly count me in.

    ... Almost.

    Sounds like fun! Would be great if you joined the compo!

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  • It appears I was a little bit too forward with my reboot of this. As it turns out it doesn't appear to be as much of an advantage to do everything with the values inside the array as I had hoped (or the way I tried it wasn't adequate). Because I had still to move the visual blocks on top of that, which kind of ended up in being double the work. That's why I didn't go through with it after all. Never change a winning team I guess.

    Anyway, I finally uploaded the third part. Now there's all the info needed to create a basic puzzle game, although it's by far the crudest one of the examples regarding the events.

    Again all feedback is appreciated.

  • Huh, it's starting. Nice one!

    Keep 'em coming!

  • Cool, we have the first official entrant!

    Los Zombies became Urban Zombies

    I'm still not really good at this, hehe.

    You nub Newt the time ain't yet

    You can do magic in like almost 2 months

    Errmmm lol. I guess what Seagull is trying to say is that you still have time till the 10th Jan to complete your game for the competition once you entered officially. But of course you should make the thread now (until 1st Dec) and share as much info/media/wips as you like.

  • I'm SO in.

    Great to hear!

    The competition already has three more judges btw:

    Sagal

    Aeal5566

    SuperV

    Big thx goes already out to these trustworthy guys! We could still use one or two more community members in the jury, so if you can't find the time to participate, maybe you want to contribute this way.

    Also we have a few people who we can already write down as possible entrants, which is a good thing at this point. Still there's quite some time to get your stuff together and enter the compo, so spread the word!

  • No, you wouldn't lose detail. Why would it look awkward?

    Zooming et al in Construct is done before applying texture maps (sprite images) so it would look just the same.

    Oh indeed, you're right. Need to check my logic the next time.

    Still the verdict remains the same.

  • I know this could probably lag the game at some point. Would it be a good idea to shrink everything by half and at the same time zoom the screen by half? So that when playing, it would seem as if everything is at the same size as its suppose to be.

    If you had a really big layout you'd probably need some kind of system that would create objects if they're about to be onscreen and destroy them when they're off, in order to get good performance.

    As for the shrink/zoom idea... what????

    You would lose detail by shrinking your sprites, not to mention it'll probably look awkward. Sure if you zoomed in they'd take up the same size on the screen, but that's besides the point. Don't do it.

    I still believe it would be very doable with the theory I mentioned. Creating a basic example seems like a terrible chore right now, otherwise I'd try to do it.

  • I'd say for that type of matching puzzle, in a finished version you should disable swaps that don't result in a match. Obviously it's up to the mechanics you want, but being able to move them freely takes some challenge out.

    You have a good point there. I wonder if I should include it in the third part. It wouldn't be terribly difficult to add yourself for somebody who checked out all the examples.

    Actually I'm on the verge of rebooting this whole tutorial in favor of a more array-based approach. While I was creating the first two parts I realized that, while it still worked fine, it is the same old engine I used for Crypta more than half a year ago after all, just a little pimped. So I created a new engine for my game, making much better use of the array.

    I'm uploading now a replacement for the first part of the tutorial. Let me know what you think. Array all the way or rather the third part of the original examples or both?

  • How unexpected. Have to check this out asap! Some good fixes there, thx devs!

  • I'm just answering this because noone else seems to. My knowledge of the binary object is pretty limited. Though I did briefly try to use it. Trying to read anything from it seems to result in a Construct crash (Read byte, Read string, Read float...), which lead me to believe that the binary object is indeed broken.

    Anyone can confirm or deny?

  • I would get completely rid of the idea of having the NPC actually travelling from one layout to the other. Let me give you my current thoughts on this...

    The player obviously will only be in one layout at a time. Now if a NPC is supposed to be in this layout, you simply create him and pull his stats from some sort of database. And respectively, if he should "leave" the layout, save his current stats again to the database. Maybe let him walk to a certain destination on the map and then destroy it. Easy enough theory I guess?! Indeed it's very theoretical without any concrete advice how to do it object/eventwise, but that's the fun part for you to figure out.

  • I think it should be changed to TimeDelta. Things should be TimeDelta compliant whenever possible, yes? As for the broken .cap problem, might I offer up the old "sacrifice for the greater good of 1.0" argument? It doesn't seem like it would be a terribly difficult fix anyway, for a user to change the duration of the flash in his event.

    I second that. TimeDelta all the way baby!

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PixelRebirth

Member since 26 Mar, 2008

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