Mipey's Recent Forum Activity

  • Y'know, each country has its laws and stuff, how would they go about transactions? How to handle taxes? And all that stuff. Money has a ton of paperwork waiting to be triggered as an avalanche; if you miss one single paper, you risk big trouble.

    Or maybe my worry is a bit unreasonable?

  • You can make your own tile engine in Construct - or anything else you desire. Just gotta know your way within Construct.

  • Hmm... Looks like the Kongregate model. It does sound interesting, however I'm worried about legal implications.

  • Wouldn't it be cool if it picked from random Google image results (any images of size 128x128 or smaller)?

    All gems and trash of the Internet as invaders! (If you don't want to see stuff like goatse, you probably want to use the Google's family filter ).

  • It was more that he blatantly assumed that we all are stuck up programmers... which is only true for FEW members of the community. Most of us aren't even programmers, otherwise you'd see like 1000 plugins for Construct

    So, just because we, non-programmers, are fine with common technical jargon such as 'variables', he goes out to call us programmers... what an insult!

  • That would be a separate thing then, no?

    Anyway, while jumping, you can still check for the 'position' in order to detect collisions - top Y position of the shadow, for example. If it matches with the victim's shadow position (within range), the FALCON PUNCH would land into delicious meat. That's so you can't kick your opponent's head while you're on top side of the room and he's on bottom side, when their sprites overlap.

    Yeah, you've gotta think of all situations like that and decide what is the best solution for you.

  • From what I see, you actually move the shadow, so you just make sure the shadow doesn't move past the black line. The character himself is just there for visual tricks.

    That's what I'm guessing.

  • Also, if you are lost at what to do at the beginning, there are those tutorials. Some are bundled with Construct, others are available on wiki and forum. I think deadeye's platforming tutorial is pretty comprehensive enough.

    The stuff like 'layer', 'variable', etc. are all industry terms, naming them differently would only create confusion, which is what we want to avoid, yes?

    Of course more steps need to be made to make Construct more intuitive to the beginners, but I don't think renaming everything is the way.

  • We use standards in the industry for a reason; feature naming convention is part of the industry standard and is not harmful in any way. If a beginner sees all that techie mumbo jumbo, he'll learn them and - hey, what do ya know, make a step further into the industry!

    You may call your apples "jonagold" or whatever - they still are apples. Variables have been variables since the human started solving equations.

    I'm no programmer either, however from the game design standpoint it makes sense to familiarize with those industry terms. It is easier to, say, read design guides on the internet, for example pathfinding algorithms. How would a total newbie go about it if they didn't understand any of it? Now, if they know what a variable is, they see it occurring in those algorithms, which makes it easier for them to understand.

  • Umm... layer effect? Select the layer and you can add an effect in its properties.

  • I would imagine that you'd have problems with non-standard characters.

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  • Timedelta is basically the time between last and current frame. You know how wildly FPS can fluctuate.

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Mipey

Member since 16 Jan, 2009

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