dkdoom's Recent Forum Activity

  • it's cool :)

    there are some bugs left, though. sometimes it removes all pieces from the board when moving a piece, and on other occasions i'm unable to put a new piece on the board. that's quite frustrating, but i'm sure you'll pick those out.

  • nnnice :)

  • i don't know who you're looking for either, but maybe this related thread is of any help ...

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  • cool release!

    also, the example videos are presenting the new features very tight & insightful! maybe david has a hidden talent for that... i've also never heard a native speaker actually say 'huzzah!', and it totally made my day :D

  • Beach Climbers

    try to keep the climbers climbing as long as possible

    Arrow keys & Shift control the climbers

    R to restart / Escape to quit

    download link

  • another useful fact might be that sprites which are offscreen are not rendered and don't impact performance in this regard; that means that you won't need to set them to invisible when not on screen or something similar to save resources - directx/the graphics hardware does that automatically.

    as far as i remember, sprites stop drawing as soon as their center is further than 1 (or 2) times their width away from the screen's edge... i stumbled upon that when messing with distort maps :P

  • but you're right, the fact that Functions can be made to "forget" the current SOL is another workaround for this kind of problem. (i forgot about that one, too...)

  • when using a 'Object A is overlapping/colliding with Object B' condition, Construct automatically puts the two objects in question into the SOL (selected objects list), meaning that any following Actions will always deal with the colliding/overlapping instances of A and B. since the loop that moves your collision-checker is a subevent of an event using that kind of condition, it can always only refer to the same instance.

    a solution to this could be to restructure your code, so that the collision detection takes place in a subevent and does not influence picking adversely. or you could use families as a workaround: since it is possible for an object to belong to two different families, you can use that to pick object's outside of the current SOL (e.g. check collision for Family A (which reduces the SOL of Family A to a single instance), then afterwards loop through Family B (whose SOL still contains all instances), with Object A belonging to both).

  • i concur re: awesome! it looks like it plays really smooth, and the controls appear suited for both close combat and awesome-o city travel.

    just wondering: what is the game about? gameplay-wise, i mean ... is it just maxin' and relaxin', or do you gather ep to unlock more superpowers?

  • thx, good idea.

  • people still seem to get insanely confused

    'd say its not your wording that confuses them, but rather the event of an error window popping up when expecting a game to start. after all, users are slipping their minds into 'game time'-mode when clicking that icon; getting the brain out and back to 'windows mode' cold turkey is always harsh.

    my guesses for a better solution, none of them tested:

    • use of big shiny animated images
    • making the error message fullscreen & game-like (e.g. white futuristic font on black background)
    • if windowed, include punch-the-monkey banner

    that last one was supposed to be a joke, but on consideration, i seriously think it could improve the usual panic!quit!whatwasthat! user response in some way.

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dkdoom

Member since 6 Dec, 2008

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