Mipey's Recent Forum Activity

  • Thanks, guys! I'll do my best to mete out copious amounts of the delicious treat known as justice.

    You know, within reason.

    I'll bring some troll pasta! Now we just need someone to start the flames for our little celebratory BBQ...

  • When you start a new project, you have a choice between DirectX 9 and Application runtime. DX9 runtime requires DX9, unfortunately. But DX9 is quite widespread already - it came out in 2002.

    Well, Construct does require the latest DX9 iteration - the 9.0 c (bimonthly release). Well, not the latest, just August 2008 one I think?

    In any case, they may need to update DX9 and they can play the game just fine. Theoretically.

  • Old computers can run it, as long as they have DX-9 compliant cards and Windows XP SP2.

  • Well, when I feel I've reached a milestone, I just do a Save as... and name it differently. Myself, I am not really concerned with version control, at least not this early. Then again I've yet to complete a serious project.

  • File > Preferences > Auto backup saves

  • It has to be stopped! Vaccinate yourselves NOW!

    <img src="http://dl.dropbox.com/u/629300/Images/application_1.png">

    ^

    NO NO NO NO

    <img src="http://dl.dropbox.com/u/629300/Images/application_properties.png">

    ^ Change this!

    DO EET.

  • Or use system expressions - lerp is linear path, cosp is cosine interpolation, then there is cubic and quadratic, which are essentially bezier curves.

    cosp(P1,P2,t) interpolates between the two points - P1 and P2 - based on t, which represents the fraction of distance between the points (0..1). You can simply calculate a distance between the points, then iterate from 0 to 1 using timetelda (and a speed modifier). Then when you reach a waypoint, you move onward to next waypoint.

    Cubic and quadratic require more than two points, but you can always take another waypoint for reference (you get smooth turns that way).

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  • I believe he meant destroying a part of the sprite, that is pixels, as in destroying a chunk of the boss ship with your attacks. I already provided an answer in the PM, however let me repeat it here.

    You can use a Canvas to copy the sprite image, paste a mask of the part onto it, then erase that part from the image and finally copy the image back to sprite. Don't forget to update the collision mask.

    However, this is an advanced game development topic and as such I wouldn't recommend it to beginners. You can try, however I won't offer much more help beyond this advice.

  • Have you checked the Ghost Shooter tutorial out?

  • Why, oh why did it have to be bees?

  • Edit time, I guess; states would be part of the engine, which is not altered in runtime. We'd have to define the state machines in edit time. There is no point in altering the state machine in runtime (at least none that I can see right now). Basically create sprites, families, stuff, then create state machines, maybe object or family specific, maybe free (to handle transitions, slideshows or whatever).

  • I think it is preferable that they are posted individually. What happens when one bug is fixed and other is not?

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Mipey

Member since 16 Jan, 2009

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