Mipey's Recent Forum Activity

    And what about people who are planning or making a game? They see this topic title and immediately begin reading, hoping to make easy buck. My tip is here for everyone to see.

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    As long as you have your eyes set on money, you cannot see what is really important for a video game.

    Put the game first, money second.

  • Well I want to see what I missed!

  • While I was browsing the site, all of sudden I got a popup with some loading animation. I closed it after a while, as nothing had loaded.

    Then I noticed I had been awarded a Pirate Princess badge. Huh? Did I miss something?

  • Per request, this is an example capx showing how you can do countdowns with text (the 3... 2... 1.. GO! thing).

    countdown_example.capx

    Of course there are many possible ways to achieve this, this is just a quick example using a private variable as a timer.

  • Don't trust them reviews! They have to give it at least 9.0 if they want to get the game earlier before everyone else.

    Anyway, here is a breakdown...

    • single player RPG with real time combat (pauseable)
    • no grouping, you simply hack'n'slash your way through the world. Or zap. Or burn. Or shoot. Whichever way you prefer.
    • there is crafting and lots of side quests. I think there are supposed to be procedurally generated quests, not played that long yet.

    A few gripes...

    • dumb controls (goddamn consoles ruin it all for PC release... gimme item and spell hotkeys back, bastards!)
    • dumbed-down (way way too easy to play, so any 5-years old kid could pick it up and finish it... but that of course means we who expect some quality gameplay will be disappointed)
    • still dumb glitches that shouldn't be present in a polished game (hairy cow got stuck on a fence, some npcs were clipping on stairs, corpses sometimes twitch crazily)

    However, so far I've enjoyed the experience so much I played straight for 3 hours and half before I finally hit save and then the bed. Money well spent, in my opinion.

  • That's what I wanted to know, thanks Ashley!

  • Hey, now that I've encountered duplicate functions in both edittime and runtime, I've been wondering about common.js, where common functions are meant to be.

    But there is no information on how should I declare those plugins. How would I refer to functions in common.js? Is there a certain naming convention?

  • Well, I'm a novice at the whole plugin dev show, so I can't promise any complex features like that. Once I acquire more "know-how", I may consider rewriting the plugin to allow for such vile trickery. Heh.

    Until then, each letter has an allocated amount of space within the font strip texture, you can move letters manually within that space - up or down a bit. Horizontal space is a bit trickier without a plugin rewrite.

    Basically, the plugin is a quick, beginner's dirty job (even though I slaved over it for several days).

  • You can make your own fonts, though they have to be monospaced.

  • You can use invisible surface with solid behavior to limit the player character's movement.

  • <font size="4"><font color=red>Update!</font></font>

    What's new:

    • Text alignment - Left, Right, Center, Top, Middle, Bottom. Note that it trims any white space on sides, so don't bother offsetting the text with spaces.
    • Toggle tebug action (shows text box outlines, handy!)
    • fixed a few nasty bugs I hadn't caught before.

    Next I'll be working on picking issues (for conditions) and a hotspot system (so that text can rotate the way you want it to, not around corner).

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Mipey

Member since 16 Jan, 2009

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