QuaziGNRLnose's Recent Forum Activity

  • ima probably enter a game i was planning on releasing as freeware anyway. its held by some of the guys behind the 2bee competitions so i think its pretty legit.

    theres a lot of lawyeristic stuff in the rules, but i mean i read it all and it seems you retain all rights except to distribute or something like that when you win the 100,000k, the prize can be revoked if you break rules, not fair-play etc. but even so my game was supposed to be freeware so anything fishy doesn't even matter to me, just the publicity of winning would be nice, and the prize is a great addition too

  • OR if you have two types of monsters for example a ghost and a chicken... you could put them into a family called "enemies" and then make it enemies.count.

    OR...

    System Compare: ghost.count+chicken.count is less or equal to 0

    -> Go to next layout

    theres no "right" way just do what ever you feel works best for you

    [quote:1t1nmwwv]3d etc. etc.

    Yes, but seeing as you've just started construct i say practice a lot of other stuff before you go anywhere near 3d, Besides basic 3d box stuff and Z elevation. its not a straightforward process and is would pretty much be considered an ADVANCED "technique", there are .cap files on the forums available demonstrating a multitude of ways to do 3D stuff as scidave said feel free to check them out yourself .

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  • maybe its a problem with your sound card drivers? try getting the latest updates for it that might help

  • Hey, the grid movement works nicer than 8-dir, because you don't have to be very accurate when changing direction close to the crossroads. However, the player stops moving if I push more than two keys simultaneously, which is undesired if for instance the player is moving very fast and I want to change the direction in next few frames. For example, I am moving left and I know that in a second I will move upwards, so while holding the left key I also push and hold the up key. In the next intersection I will move upwards. Can I do something about it or is the custom movement my only solution?

    hmm well i never really played with grid movement so im not the best person to be telling you if you can do something right now.

    about the round(.x/.y) stuff, theres really no way youll know when to do this stuff thats documented, you'll just pick up these things as you play around with construct and try to achieve new things, part of the learning process really.

    hmm well when i say custom movement im not talking about the behaviour "custom movement" im talking about writing your own kind of movement script using events.

    you need to tell us what exactly your game entails tho to have us help you make one.

  • i never really liked sonic games, but this is looking insanely good so far. are the graphics your own work? and nice job with the animations i love the "hedgehog-spine bobbing" lol

  • Ah, that fixed it, thank you.

    But the reason I don't usually centre hotspots is because the object then no longer aligns to the grid properly. I'm assuming the physics broken-ness when the hotspot is non-centre is considered a bug?

    im pretty sure it is. theres a line of code that should be in there somewhere but isn't. the line of code which places the center of rotation in the center of the sprite for physics purposes.

  • if this were an honest to god game making site i'd be fine, but its really a site for construct.

    the admins pay good money to keep it up, and they do that without the use of advertisements. when someone comes in here with 0 posts, and makes one about selling something even if it is game related, thats like a slap in the face and goes against the money the admins use to keep this place ad free in the first place. if this guy actually gave two shreds about USING construct, instead of making money off its user base i'd be all right with this. imagine if these posts were everywhere from 0 posters. it'd be like this place was free adspace and more will come if we make too many exceptions.

    if a user we knew was to do this, thats fine, since i dont really feel its the same in that case compared with a 0 poster.

  • assuming your not a bot, this isn't really a place to advertise, especially not for a 1 time poster who's not talking about anything really construct related, its a forum for construct users. not personal ad space that anyone can come into and put up a big billboard like this free of charge. after all this isn't a "JOB OFFERS" forum.

  • i even have 3 extra actions added optionally of course, for camera tilt angle. and some height stuff.

    ill explain everything in depth as with my other tutorial, so anyone with basic knowledge of construct can make and understand what they're doing and why. eek i hope you guys dont mind if i use mario kart graphics for the sprite blitting portion im too lazy to draw 16 directions.

  • Code reusability is an interesting topic.

    I really like the way its done in unity. You make a script for a specific function, and then expose variables. So say you have a script for something like a camera that follows the player - the script takes in a 'target' input, and a 'distance' input.

    In a way, behaviors are a lot like that. But it would be cool to have code snippets where you paste in an event block which has parameters. For example, a 'target object' code block might require an object that has a particular behavior like custom movement attached...in unity these are components...

    Essentually its kinda like writing events, but instead of recreating them and changing which objects they use, you make everything kinda abstract.... anyway i'll talk more about the idea later

    IVE BEEN ASKING FOR THIS FOR LIKE EVER!

    if you look at how i wrote my IK tut, its set up so that it works kinda like this for the expressions, you just name your objects to the set names, and then you paste in all the expressions and then you change the names to whatever. but its a ****** workaround and it only works for expressions, not events. having variable `objects` for conditions and actions, would be amazing.

    `code snippets` would be such a time saver. you only would have to make something used often once. and essentially allow, custom behaviors to be made USING construct. which is amazing.

    oh yea and WELCOME BACK DAVO, we all thought you had left us

  • first off, your char can probably be the cell size. what your gonna need to do is 1: make sure that 8direction has rotation mode set to "NONE", and make sure "direction" is on "4 directions"

    your also probably gonna want to set acceleration and deceleration to some arbitrary high value like 10 000 or something. so that controlling the guy into a percision space isnt impossible. And lastly, make sure you create an always event. and set the player characters position to

    X: round(.x) 
    Y: round(.y)[/code:ncvg55r8]
    if im right this should work perfectly for what i think your trying to do.
    
    BUT... i'd say a GRID movement is your best bet here, it looks like your trying to emulate arcade controls in a tile game. and doing this with 8 dir is like caging the behaviour so it wont really work right.
    GRID movement, on the other hand is exactly for something like this. try it!
    or if thats not good enough, well thats where you make your own using events, and we can help you do that aswell.
  • tutorial Y/N

    i was thinking this would be a good way to introduce Distort Maps to people in a tut and would provide a useful standalone tutorial in and of itself.

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QuaziGNRLnose

Member since 2 Aug, 2008

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