Davioware's Recent Forum Activity

  • Forget about video unless someone writes a proper plugin. Importing the video frames as textures is just ridiculous, don't do it. Try to make your Cutscene with events, it's the most efficient way.

  • Pretty much anything that can be done with a script can be done with events. This can be done with events.

  • No. You might be able to do it with UV distortion, but it's quite a complicated task for something that should be simple. Your other option is a chain of sprites (done with a loop, can be intensive, but relatively simple to set up).

  • Play around with Construct. The only way to gather enough experience to make something worthwhile is to sit down and experiment. Also, search the forums for simple questions.

    1.No way to put movies, AVI plugin sucks.

    2.Question makes no sense.

    3.Make it yourself with events

    4.You don't need a behavior for everything, events can do practically anything. Hint, Use variables.

    5.Events, math. experiment. search forums.

    6.Construct isn't very documented or user friendly, you have to experiment.

    7.No, not without heavy eventing or a custom workaround

    8.it's probably too big, adjust scale

    9.Draws it's texture at runtime. You can paste other objects or the entire screen into the texture, or draw lines. that's it. Very versatile.

    10. UAYOWD (use at your own discretion) Not widely used, not fully tested/stable.

    11.Search forums

    12.Avoid at this point, too complicated for now. A layout just holds object positions and objects to be initialized, they run one at a time.

    13.Just define the water as solid, or make the movement stop if it's not on land.

    14.Don't use it.

    15.No, use the wiki.

    16.Variables and files.

    17.mouse&keyboard action ->hide cursor

    18.Use animated sprites.

    19.Many ways of doing this.

    20.Don't zoom out, or could be graphics card bug

    21.Forummmmmmmmms

    22.No, just add it to a sprite. Some effects are special and don't display anything like mask and erase. You need to experiment.

    The best way to learn is to experiment. Open construct, and play with things. You won't be able to make a complex game as your first game. It doesn't matter how motivated you are, it is just out of your skill level. It's like trying to build a plane without even knowing how a wrench works. Forget about multi layout persistence, forget about massive stories or battles. Make a sprite move around the way you want it too, write simple output to a file, and get accustomed to how objects are picked and used in construct. Learn how layouts work, learn how sound works and learn how everything you think you will need works. I guarantee you that your core game idea will change based on what discover about Construct's inner workings, and It will be for the better. To use construct effectively one must work around it's faults.

    Making a small game doesn't mean that it won't be a good one. Every successful game has been a small test (or part of one) which evolved at some point or another. All of my games have evolved from experimentation or testing of Construct's features. I've been using Construct for years, and still haven't looked at many of the objects. Don't plan out your game fully before you start making it, because it's design will change based on the tools you use. Play with the engine and let the game come to you. You can't rush game development. Get past the learning curve, (you asking these questions) and then you are ready to start work on a serious project.

  • All you have to do is give the terrain a variable. Try the ghost shooter tutorial.

    Variables are the first thing you should learn about when starting to make games in any programming environment.

  • First you say layers, then you start talking about layouts. Which is it? I assume you meant layouts.

    If you want to change where the character is at runtime...

    The yes, you have to create a new sprite, or have one already in the layout ready to be repositioned if needed based on initialization global variables (if you need the character to come out of certain door based on where he came in last, for instance). There is no transfering. And if there were, it would just be creating a new one. Lesson one, computers are dumb.

    However, if you just want to add your character to a different layout in the IDE, then just copy and paste him into the new layout. Objects are global to the application, but only visible in non local event sheets. So you won't be able to reference objects in events which are not on the layout if your editing the layout's local event sheet. In global event sheets you use any objects in the application. Copying and pasting the object to another layout just instances it there.

  • * although it was running with the transition enabled for a while without any problems. Bit of a weird one really...

    Don't use the built in transitions, they're extremely buggy. It's much better to program your own with objects.

  • I never noticed this. The mouse response is super smooth for me.

  • Will do! Thanks.

  • Is steamworks integration really necessary for all games? Does anyone know if vvvvvv has it?

    If it is, I may need someone to make a plugin...

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  • you could make variables that keep track of certain key combinations (upLeftRight,leftUp etc.) that are set to 1 when combinations of keys are held down. Then just check if the variables are equal to one instead of checking the keys. Every frame, you should set the variables to zero before the events which set them to one, and the events which check if they're equal to 1 should come after both the flush (setting them to 0), and the set (setting them to 1 if the keys are down).

    In the case where it's many different sets of keys that are being held down for every event, you'll just have to make a lot of events. Variables might not be worth it, unless you have lots of events which check key combinations. If you want, you could nest them in a subevent and then collapse it to make it look neater.

  • Your enthusiasm is great, but your patience, and will to commit to something, is lacking.

    Without knowing anything about Construct, you won't be able to make your game. Plain and simple as that. Give yourself 6 months to learn it and experiment with small tests. You can't expect to just say "time to work on my game!", crack open Construct (or any other dev tool) with 0 experience and start on a linear path to completion. Sorry if that's not what you wanted to hear, but it's the truth. If your patience with Construct is as minimal as you're expressing, then don't even think about C++, it will just be a waste of time.

    work ON my game. not "to learn HOW to make my game".

    This is like saying: I want to cook a world class meal, but I don't want to learn how to cook. Learning how to make your game comes before making it. Making it is the easy part.

    its like with martial arts. you train for long long years. and when some guy attack you - you kick his butt. i never had time for such a long learning procces. thats why i use this instead:

    Image

    That's great. However, a taser does the fighting for you, it's not you kicking the butt, it's the taser. It is analogous to hiring a programmer to work on your game. If you want to make the game yourself, you have to learn many things.

    Construct is, by analogy, more like you hiring a world class fighter to teach you the fundamentals of fighting, and giving you a great dojo to train in and test your moves. You'll come out a fancy fighter who knows his stuff, and learned from the best. You will learn relatively fast.

    C++ is like going out into the woods, punching trees, and fighting wolves with your bare hands. With enough determination you'll come out a master, but the process won't be easy, or always fun.

    i aim for the most plain, easy, DUMB game creating prgrams.

    There are no dumb game creation programs. They all require you to learn how to program, no matter how they try to dress it up. Sure, you might be able to make a little demo of a sprite jumping around with no experience, but that's not a game. Construct organizes code into powerful logical blocks which are easy to rearrange and test. That doesn't mean you never have to think. It just means that the syntax learning is out of the way. You still have to think, you still have to learn, you still have to get down and get into the nitty gritty.

    i prefer to take the train.

    Where you're going, there is no train. Hitch a ride on the good old horse named Construct, or start crawling with C++.

    <img src="http://blogs.freshminds.co.uk/research/wp-content/uploads/2009/03/8874cowboy-and-sunset-posters.jpg">

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Davioware

Member since 25 Sep, 2008

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