Aeal5566's Recent Forum Activity

  • If your going to post something that is a glitch you should probably tell a bit about it or link to the original topic so that other people may be able to help you easier.

  • Besides I think the grid movment behavior has an NPC selection wich moves objects randomly in a zone.

  • Construct tends to release once or twice a month with new updates. and since it is feature complete for the most part the next few builds will focus almost exclusively on bug fixes. .99 was a major revamp and there are a lot of bugs to be fixed.

  • This sounds like something really basic that could be done easily with events why bother using python?

  • Now how did that happen?

    When you define a new Private or global variable you can set the default value which means that when a new instance of that object is created it will automatically have that value. You can change individual value of the instances of an object in the layout editor but any instances made at run time will have the default value.

  • If you use the program DropBox to share caps across computers automatically its pretty easy to do collaborative work. Also You can make level editors/loaders/saver fairly easily.

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  • Im pretty sure that a tile map would still have to be a power of two or it would be upscaled to the next power of two. That is just how the hardware and DirectX works.

  • <img src="http://www.carphotos.org/wp-content/gallery/s7/saleen_s7-side2.jpg">

  • Looks pretty cool. I would like to make a game like it with my own graphics though.

  • They can always add plugins that is why they are called plugins. You would just have to install them manually or they make an install pack that has a bunch in them.

  • Back and forth is a path just not a very complicated one.

  • Check out deadeyes platform school it will answer alot of questions about this kind of stuff and shoy you how to do it.

    There is not path object but it is explained in the tut i mentioned above.

    also you can check collisions by comparing the positions but your better off making 2 separate object and checking collisions on the spike object. Or if you have to use one object for the spikes and platform make an invisible sprite and check collisions on that for spikes.

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Aeal5566

Member since 23 Oct, 2008

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