Daiz's Recent Forum Activity

  • I used to work with TGF/MMF/MMF2 before moving on to Construct. I say the change was pretty easy to make, though unlearning some bad click habits might take a few moments here and there.

    Also, Construct's Event sheet editor >>>>>>> MMF's spreadsheets. The code in Construct is billion times more readable and the event editor in general is great, save for few usability issues here and there (why can't I still press Enter as a shortcut for Finish?) but they're pretty minor.

  • I've had quite a lot of nicknames but back in 2004 (I think) this one IRC channel I was hanging out at had this "change your nick to something completely different for a day" and after a bit of pondering I came up with Daiz pretty much out of nowhere. Since it was short and neat I decided to stick with it ever since.

  • Well, for one, you can't change the type of a variable in an entire family from the family manager, nor the initial value. You can only add or delete a variable, which has been a source of frustration for me at least, I've had to change two variables from number to text on every member of the family separately in order to not break the code that deleting the variables would cause, and I can tell you that this is quite a frustrating and time-consuming task to do with lots of objects in the family.

  • Hint: Try out the "For each object (ordered)" under system conditions.

    For example, me & Zotged used this in our isometric game:

    For each Blue ordered by Blue.Y -> Blue: Send to front

    Should make things quite a bit simpler for you

  • For fading the object out smoothly, you could use lerp, that way'd you'll only need two events:

    random(x) -> Set LayerOpacity to 100
    If LayerOpacity > 0 -> Set LayerOpacity to lerp(LayerOpacity,0,1-0.0001^TimeDelta)[/code:1u9pawev]
    
    The smaller you make the 0.0001 part the faster the fadeout will be. One another way to speed up the fadeout would be to do this:
    
    [code:1u9pawev]Set LayerOpacity to lerp(LayerOpacity,-100,1-0.0001^TimeDelta)[/code:1u9pawev]
    
    By changing the target opacity from 0 to -100 in the lerp you'll speed up the time required to hit 0.
  • Construct!

    Lesson 1: save every 5 minutes, under a new filename.

    I would do this if saving didn't take about a minute or two every time I do it :I

  • Your character will die, she doesn't have a frilly hat!

  • You don't actually have to make any events to destroy things at startup - there's an attribute called "Destroy at startup" that does exactly what the name would imply

  • As newt said, you need to compare the distance of the objects. Don't forget to run that compare under For Each Enemy. So basically:

    For each Enemy

    -> Distance(enemy.X,enemy.Y,player.X,player.Y) < attackdistance

    == ATTACK!

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  • In my opinion, whipping up a cap to show how to do something isn't really the best way to do things in every case - in fact, I think it could make things worse. As the proverb goes: "Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime."

    Really, quite a lot of questions boil down to the fact that person asking the question doesn't understand game logic. The first thing in learning how to make games is to understand how they work and the ability to break things down to their most basic components. When you understand what makes up something, you can start working on it and looking for ways to achieve something. At this point if you face a problem that you can't seem to solve and ask about it on the forums I'd say it's okay to answer it via a cap or comprehensive description - after all, the asker presumably knows what he wants to achieve on a basic level, just not how to do it.

    Let's take another recent example - the question "can you make teleports in Construct?" Applying some deconstruction here, you can see what "teleporting" means: moving object from point A to point B instantly. Now if we think about what things do in games in general? They move from point A to point B. In other words, if you can achieve anything where something moves from point A to point B in Construct, yes, you can have "teleporting functionality" in Construct. It doesn't take much thinking to figure something like this out - we should encourage people to think.

    So I guess the bottom line is that we should encourage newcomers to learn game logic before asking questions about how to make X in Construct, because if they don't understand game logic the answer will most likely not be of any help to them.

    Personally I don't even bother to answer topics made by people who seem to have no motivation to do anything themselves at all; maybe if no-one answered an obvious question, maybe they could think for themselves for once. I guess I'm a bit mean in that way, but honestly, even if you're new to something doesn't mean you couldn't try learning for yourself. It's not like you're going to kill yourself by doing so!

  • Layout rotation in 2D is a bad idea, honestly. Some old games like Contra on SNES do this in their topdown levels, and honestly speaking it feels terrible.

    You could probably pull off some 3D stuff with meshes and so but honestly, instead of having all that work put into making a somewhat-decent sorta-3D thing just make a good 2D thing instead with the same work.

  • Some comments from my point of view:

    About football games: Honestly speaking I wouldn't say Construct is even the right tool for them. Construct is primarily a 2D game development software, whereas if you want a realistic American football simulation you'd have to have a 3D game, really. So in my honest opinion, no 2D game creator would really fit your need if you want to bring something new to the field compared to what the commercial 3D alternatives offer at the moment.

    About visual novel / interactive fiction type games: I wouldn't recommend Construct for these either. You're better off using something like Ren'Py. It involves scripting, but it's pretty darn simple to learn, and it's cross-platform compatible (unlike Construct by nature). There was also some free visual creator for visual novels I read about quite a while ago but I totally forgot its name. It looked very promising, though, and free. Both these two are specifically aimed at creating visual novels and if that's what you want to do you're better off using these than Construct. They're better tools for this purpose! Of course you still can make a visual novel with Construct, and it'd be pretty simple to pull off too - if you want to venture into this area, I recommend using the Spritefont object for versatile text stuff.

    Also honestly speaking I have absolutely no idea what you mean by "A Web-style creation system with simple-to-program randomization". Make some sort of mockup next time, please, to save people from being confused about what you mean.

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Daiz

Member since 9 Oct, 2008

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