kayin's Recent Forum Activity

  • Yay Kayin (the guy who probably can tell us EXACTLY how IWBTG scrolls) finally came to correct us in our wrong ways....whats Modulos though?

    It was exactly the same way I did it. Only difference is, Construct doesn't have a built in modulos function, so the math for that has to be done manually (which isn't much more at all). I really don't think theres another sensical way to do it.

    For those who don't know, Modulos is generally really useful for stuff like rounding numbers -- sort of how the player position in this example is rounded to the nearest screen center. Learn and love it!

  • It is entirely bizarre to see something classified as "IWBTG Scrolling" when I definitely didn't create it.

    And now I know the math behind modulos, hooray!

  • Device name: NVIDIA GeForce FX Go5200 32M/64M

    Pixel shader: 2

    Estimated VRAM: 271 MB

    Motion blur: No

    for my laptop (The one that can't run the image editor without crashing and for my desktop..

    Device name: RADEON 9800 PRO

    Pixel shader: 2

    Estimated VRAM: 242 MB

    Motion blur: Yes

    That.. doesn't make much sense now that I think of it. huh.

  • Last little update. Fixes platforms. You can jump though platforms and press down to pass through them. You can lower your self into the platform. Not terribly desireable, but not a huge deal in my opinion.

    Now to start working the engine for my own uses. :3

  • This is pretty cool. Any way to get a 'prespective' schew for pseudo 3d background elements?

  • The drop bug seems like it'd be a pain to bust. I think I'm going to change the nature of platforms to be pass throughable and to suggest avoiding situations where platforms go flush with the ceiling. Ill set a system up in my next update. It think it'll be more conventional and more useful and less buggy. The other bug was a quick fix.

    Thanks. (also down doesn't do anything, I was able to do it without it)

  • More stuff. Slopes, moving platforms, inertia from said platforms...

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  • I noticed there was no joystick support recently. I also seemed to me that (currently) there is no way to access 'controls' outside of movement behaviors. Is this correct? If so, I'd like to share some thoughts on how joysticks and game inputs in general should be handled (though I'll save it until I know for sure that these things are still not integrated).

    The other features I was wondering about is save related features. One of the few MMf2 additions in a long time that seemed wonderful was the 'save screen state' ability. I'd really like to see this added, since anything else could be handled easily with a text file, but that has many useful applications with much less work on the developers end.

    Thanks in advance.

  • Ah yes, that worked out quite well. Ah, more stuff I wish I had in MMF2. I'll add some more basic features and reupload eventually.

  • I made a custom loop movement engine thats remarkably similar to those found in MMF2 games. It features a double jump and not much else, but I figured since the topic hasn't been discussed much and only a basic movement engine has had an example uploaded, I'd upload this. Also would be nice to know if anything can be cleaned up with Construct features I'm unaware of.

    You can tweak things by modifying the variables in the red cube, like speed and mount of air jumps and the likes.

    (oh right Z to jump, arrows to move)

  • I just got nailed with this problem -- though incidently, it worked originally. Left my laptop on overnight with some test stuff open, go up, played some Street Fighter (Non direct-X emulator with and plugging in a USB device), went back to it, went to create a new sprite and got a crash. The only other programs that I used in this time were Firefox and UltraVNC. I tried to reinstall and reboot< which still ended in failure>

    the laptop in question is a Toshiba Protege M200 upgraded to a gig and a half of ram. The built in graphics chip is a Geforce FX Go5200 with what should be 32m of ram. Hope this helps. Guess this thing is sort of pushing the limits a bit.

  • I'm very impressed by all this honest feedback and I thank all of you. The only thing that sounds like a real headache is the the events not narrowing down the scope of objects -- but I don't know how bad this actually is, so that'll be the first thing I test.

    Anyways I'll be sticking around then, because even if I don't use it now, I'll hardly be able to wait to use it later. Thank you, everyone!

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kayin

Member since 2 Jun, 2008

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