JudgementLoaf's Recent Forum Activity

  • Ive been trying for a little bit to create a loop of a background, with a number of different results. Is there an optimal way to do this? What I am trying to do is create a moving background that loops the same image from right to left without a lot of stuttering.

  • Here we go! The beginnings of some space based goodness!

    <img src="http://i42.tinypic.com/30de3yd.jpg">

  • I am totally new to this, but its awesome. Thanks for all the hard work!

  • Frankly, that's amazing.

  • Good call on those timewarp sprites. Those would work wonderfully for testing out more of the engine. I am intending to make a full function hypermelee style fighting system, albit with more of my own ship designs than ones from any of the SC games. As much as I love the SC ship designs, I dont want to rip them off TOOOO much. The planet will be added later, as I figure out more on how to make it work properly. I will also try that new block of code. That should work a lot better.

  • Hello All!

    I have been a big fan of space games since playing the original Star Control and Star Control 2 back in their heyday. With a little help from these forums, I was able to recreate a pretty similar quasi-realistic movement scheme that utilizes the physics object and a little original math to form a very controllable method of moving sprites with inertia. In the hopes that others (in addition to the project I have planned) can also make good use of this, I decided to upload it for everyone to enjoy and use.

    http://www.2shared.com/file/4177110/23d5774e/test.html

    Art: Sprites are from the internet. Other art is made by me.

    Controls:

    Up arrow = Apply thrust

    Left/Right arrows = turn left/right

    Enter = Turn inertia on/off

    *Note*

    Being a pretty massive beginner in programming as well as to using construct, my timedeltas may be a bit wrong. If so, please let me know so that I can fix them. Thanks!

  • That's awesome! Thanks a bunch!

  • Sorry, i think I need to be a little more careful when phrasing my questions. I am looking to create a simple ship vs. ship game, akin to spacewar. However, I am also interested in making different ships with different stats. The idea that I am using has a custom control scheme for moving the vessel, and I was hoping to apply that control scheme to each ship involved. However, as it is a custom scheme, and many possible sprites are going to be used for each player as well as an AI controlled opponent, is there a way to apply this universally so that when the player selects his/her ship the control scheme will carry over regardless of the ship used?

  • Perhaps I have missed something, but is there a way to take controls that have been mapped and translate them into a behavior pattern for use over multiple sprites? If not, can this possibly be accomplished via use of grouping sprites under families if one is intending to be able to switch out sprites in game? Thanks for answering my beginner questions.

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  • Thanks a bunch. Got that fixed (by simply deleting the ELSE), but the single player menu still refuses to execute (I believe that the single player menu return is initiating the moment I press the single player execute button). Is there a way to fix this in its current format, or should I be using a different base structure altogether?

  • Ok. I thought I had it, but no luck. Ive uploaded the .cap if some one wants to take a look at and tell me where I am messing up, that would be helpful.

    http://www.2shared.com/file/4137951/cb2d75a4/Core.html

  • I have actually run into this error. It seemed to be triggered when I tried to run the game with the fullscreen function enabled, either by command or in the properties menu. Try making it in another resolution and see if it works.

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JudgementLoaf

Member since 7 Oct, 2008

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