Davioware's Recent Forum Activity

  • If you want to make a "large" game, especially an RPG, it's going to take a lot of work and technical know-how with Construct (not to mention experience with general programming concepts). Before trying to make a game like the one you speak of (massive, epic, story based, etc.), you should first experiment with construct for a few weeks (I recommend months if you're new, tbh), and get a feel for the engine. Figure out what it's good at, and what it's not. With enough experimentation and experience you should be able to come up a with a feasible technical plan and genre for your game. Personally, I would do your game as a top down adventure (A link to the past style).

    If you want a point and click, Construct is not the engine for that.

  • Events run from top to bottom. If there are two events which have been triggered in the same tick (imagine two identical events, for example), the one that is higher up will perform it's actions first. The exception is triggered events. Any event with a small green arrow to left of it's name is a triggered event. Right when the condition happens, the event is called. So you can have a start of layout event, which is a trigger, at the bottom of the event sheet, and it will still be the first event to run. However, if there is another start of layout trigger above it in the event sheet, then the top to bottom rule applies once again. Thirdly, you can use the function object to call events through actions.

  • Couldn't you get a dummy hit box to do that for you?

    Like if sprite angle = 45 dummy set frame to frame 2, or for something a little more accurate, you could set up the dummy to set its height and width via multiple image points from the host sprite.

    dummy set height to distance(imagepointX("top"),imagepointY("top"),imagepointX("bottom",imagepointX("bottom"))...?

    Ok dunno if that will work haven't tested it.

    What do you mean by dummy hit box? The whole point of this is for the box collision mask to rotate with the sprite, so there aren't huge corners of nothingness that can trigger collisions in rectangular-ish rotated objects. A dummy hitbox would use an extra object, and would have to use per pixel collisions anyways, since it's the only type of collision mode that works with rotated sprites. The whole point is so you can better benefit from the performance savings of box collision mode.

  • Maybe some sort of custom scripting, like: "Event1 happens when Event2 is triggered by Event3" or something. That would make it a lot simpler.

    What you're suggesting wouldn't make it simpler, at all. English sentences are confusing when they have too many nouns and stacks of complex logic.

    A sound "x.wav" is played, a sprite7 is spawned, sprite7's position is set to 32,45, a sprite8 is spawned when sprite 1 is overlapping sprite 2 but is not overlapping sprite 5 and when sprite 1's variable 'speed' is greater than or equal to 45. Then....

    You get the point. Take some time to learn Construct.

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  • as soon as 1.0 is released, I'm going to continue with my game.

    And what's going to be so different about 1.0?

  • No.

  • I love the feature of flipping things with minus dimensions, but I believe "per pixel" collision stops working when a sprite is flipped. Box collision still works.

    Yea, I would love to see this fixed.

  • Ashley is the guy to ask about this, as he knows his way around audio engineering stuff, and more importantly, Construct. So Ash, how hard would it be to incorporate a filter or eq into Xaudio2? Would one need to write a whole new custom audio object to support these things? Is there a way to channel Xaudio2's output to another object?

    My geuss:

    To add to Construct's sound capabilities (ex: support VST effects), one would need to modify the Xaudio2 object to support passing audio to another object, or just add any effects directly into the Xaudio object itself, and rebuild the plugin. I geuss you can also make a completely new sound object too.

    And I would forget about using the VST's gui. If this plugin ever makes it into existance, the only way you're going to be editing the parameters is through actions (ex: set param3: cutoff: 30%.). Adding rendering and interface support for the VST gui is just not worth the time, even if it may be theoretically possible.

  • You took them out from Realm of the Mad God. Or you are creator of Realm of the Mad God)))

    Looks pretty awesome.

    Those sprites are available for anyone to use; they were made as art assets for the assembly compo at TIGsource. Many games have used them thus far, as they are nice, and freely usable.

  • TowerClimb is contending in the IGF! (provided I finish what I want to have done for it by the deadline )

    It has come a long way. (Don't worry, the graphics haven't changed, it's still made of beautiful, blocky pixels.) I can't wait for you guys to play it when it's finally out! I hope to have it finished in the next few months.

    It has turned into quite the adventure platformer.

    First commercial construct game, yay! (provided Arima doesn't beat me to it! )

  • Interesting. From the way it's worded it seems like they found his software, loved it, and offered him a job. Maybe they asked him if he'd like to combine his software with zbrush. Hopefully they keep it free (for marketing purposes), as sort of a gateway tool to zbrush. I'm hoping it's "free" with little ads for zbrush integrated directly in the program. menu items like "export to zbrush" etc.

    And I hope they didn't just buy him out to get rid of a competitor...

  • I honestly prefer Towerclimb.

    Well that's nice to hear.

    I'm probably entering it in the IGF (A special build of the new version). Still contemplating whether it's worth the 95$ submission fee though. Could really be worth it for the publicity though if it makes it as a finalist.

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Davioware

Member since 25 Sep, 2008

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