thomasmahler's Recent Forum Activity

  • I'm pretty sure it should be fine for a game like Zelda, where you mainly have 20 or so items and that's it. For complex RPGs with hundreds of items... yup, it'd suck.

  • Actually, I think most of these things are just way too complex, especially for a simple inventory system.

    I've been putting together something simple that I think would suit most games. Kinda works like this:

    On Player pressed Inventory: Set gv 'inventory' to 1, else: Is gv 'inventory' to 0: Make Inventory invisible

    Is gv 'inventory' to 1: Inventory: Make visible, Selection: Make Visible, deactivate Player Controller

    Done. Now you'd only need to define events when inventory is 1 to move the selection around and if the selection is overlapping an item and you press a button, activate it, press the button again, deactivate it.

  • Hello everyone,

    <img src="http://www.warsoup.com/files/tree_01.jpg">

    Christmas is always a cool time for me - as a kid I always used to play games at christmas, but in recent years I've always used the time off to experiment.

    I watched Mononoke two days ago on TV and had this idea that it'd be cool to play a Kodama in the forest, so I cobbled together this little tech demo. I still have tons of graphics from Sein lying around, so that was pretty simple to do. The character sprites are ripped from Phil Fish's 'Fez' (sorry Phil, hope that's okay with you - if not, pop me a mail and I'll take it down asap!), since Gomez looked a bit like a Kodama.

    Dunno if I'll ever do something with it (too busy on Warsoup), but I thought it's pretty neat and should post the tech demo:

    http://www.warsoup.com/files/tree.rar (18megs)

    I added joy2key and my config to the executable (again, hope that's cool with the joy2key dude), you'll need to launch the joy2key exe and then the tree.exe to play the game. Yes, you do need a Xbox 360 Controller to play it properly.

    Controls:

    Analog Left / Right = Move

    Analog Down = Duck

    Analog Up = Enter

    A = Jump

    X = Run

    B = Attack

    Y = Build Portal (works the same as in portal, you place an InPortal, then an OutPortal and you press up to switch between them)

    LB = ZoomOut

    RB = ZoomIn

    Start = Pause/Inventory

    NOTE: This TechDemo is super crude. You can't really do a lot, other than walking around, running, hiding in the bushes (good for hiding from enemies, let them pass by), attack, pause, etc. - And a ton of stuff (like the inventory) isn't working yet.

    That's it. Hope you guys still enjoy it

    Edit: Oops, just had to reupload since I forgot to add the music into the resource. Just download it again if you just downloaded it and you don't hear music / doesn't work. Thanks!

  • I do these tasks either with Photoshops Batching or IrfanView. Both do a fine job.

  • Yep, the X360 controller is great and works for multiplayer in Construct.

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  • Or if your server goes down, everyones copies of the game start disabling. If it's just for a beta run though, it doesn't matter too much, people will put up with that (paying customers won't).

    I'm paying my provider for making sure that the server pretty much never goes down (and I haven't experienced anything like that over the last two years).

    I don't believe in DRM and all that shit and I do believe in extensive Beta testing before the actual release, but that also means that I'd absolutely have to make sure that the beta is time bombed - otherwise people would just keep playing the beta instead of the final thing, cause it would reach something very close to final status at some point.

    Yes, it'd be a bit annoying to have an expired copy, but as long as its free and beta, it should be fine, especially if people liked the beta and can get a final copy at the same time.

  • Fuck yeah, that works! I thought it's just about defining the folder.

    Thanks!

  • Hey guys,

    I'm currently trying to figure out how I could basically timebomb a game - which means that I could limit the time a person could play a construct game - for beta tests and stuff. So we could hand out games as beta that would stop working a month or two later.

    My first guess was that this could work through the download object - just put up a simple text file that the game downloads at the start of the application, if it finds it the game works - if it doesn't, it'll show a message that the beta is over.

    Problem is that the download object doesn't really seem to do anything or I'm setting it up wrong - basically my events are:

    At Layout Start - Download file "blabla" into folder "blabla"

    If Download failed - Close application

    Doesn't seem to work though. It doesn't download the file and it doesn't close the application at all.

    If anyone knows a clever way to do this, I'd be happy to hear it!

  • It'd be awesome if it'd be easier to combine behaviors. As in - Combine Platform and Physics without the behaviors going nuts. That'd open whole new gameplay ideas.

    Also, a lot of the more advanced stuff could be done via a plugin. As in - I talked to David about an attachment system.

    Basically, what if you can create a block in a platformer and you have a moving platform - if you just create the block on the moving platform, it won't automatically move with the moving platform and setting this up can be a pain - especially if the moving platform goes horizontal AND Vertical. It'd be awesome being able to create attachment points at certain coordinates during runtime and attach objects to them, so that we could simulate stuff like that.

    Another thing I'd love to see is more advanced physics stuff, like 2d fluid simulations that are easy to set-up, as in:

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    And being able to copy events for one object to another while keeping events intact.

    Also, just had this idea: Could we update collision masks so that they point to the pngs alpha channel? This could be really useful for precise collision detection for a beat em up or something - you could just create your animations and create simple rectangles for collisions and put them into the alpha channel - Construct could automatically read them and we could set the events up for the collision masks.

  • Dude, that is awesome! Keep pushing, I would love to see online functionality in Construct! YAY!

  • Fucking a! Super Mario Kart was the best kart racing game - EVER. Nicely done, dude.

  • 2 Things:

    1) Cross Platform. This is probably the most important thing - Bring Construct games to as many platforms as possible. Pc, Mac, Linux, X360, PSN, Wii, iPhone, Android, you name it.

    2) Make it possible to share game mechanics in a simpler way - If I have a double jump group that is all setup and works, it'd be awesome if we could take that group and just drag it over to another project and - boom - I have the double jump mechanic in my new project.

    That could be amazing with mechanics that we could share online - One guy figures out this really smart way to create split screens and everybody can just take that resource and bring it into his own project.

    Isn't flixel working like that already? This could make Construct soooo powerful.

    Actually, if those two things can be tackled, I'd be one happy donut.

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thomasmahler

Member since 28 Jan, 2009

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