thomasmahler's Recent Forum Activity

  • Construct is fucking a.

    Nuff said.

  • Hey dudes,

    This is something that should be implemented asap, in my opinion.

    Say I want to spawn an object from another object and want it to appear at a certain image point - It'd make things soooo much easier if we could copy image points from one animation frame to all the others without having to manually go in and change them.

    If I decide that I want to add another item that the player can build and all the animation frames are already set-up, I'm royally screwed, since I'll have to go in and change them manually right now.

    Is there any smarter way to do this? Same with hotpoints, btw.

  • Definitely NES and SNES - that was the time when gamedesign grew up, IMO.

  • Yeap, true!

  • Oops, mea culpa

  • http://www.indiegames.com/blog/2010/02/ ... sleep.html

    Super interesting concept, but I guess it won't get a lot of attention cause online mode will be a hassle to set-up.

    The genius of the idea is in someone you don't know telling you a story - if it's local multiplayer it'd be like using some chat protocol while you're sitting in the same room as the person you're chatting with.

    Anyway, hope we're gonna see stuff like this more often, polished and properly done.

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  • Currently working on a quick 4 player multiplayer game and having to set up all events for 4 players is a pain in the nuts.

    It'd be awesome if we could select a couple of events, just right click -> Replace Objects, a menu would pop up, we'd select the objects we wanna replace and the objects we want to replace them with, done.

    Right now I'm just going through all that shit one by one, just manhandling it, but it takes away a LOT of time, especially if it's 4-8 players.

    On a sidenote - The X360 Controller Plugin definitely needs an option for 8 players again. Wanna play that game in the studio with 8 players on a couch! YAY!

  • It'd just streamline it quite a bit. Right now I have a whole event sheet just to clamp various variables. If the min / max stuff is hard coded into the UI, I wouldn't need to do that.

  • Neato, thanks!

  • I support this. Would be cool to have a scale behavior!

  • http://kotaku.com/5474068/the-starcraft ... -has-begun

    Rock 'n Roll, guys!

    I'm really happy right now. It's finally out there

  • Hey Madster,

    That's exactly what I'm doing right now and that's exactly what I'm talking about.

    If that'd be directly integrated into Construct, you wouldn't have to bother setting up all these events for variables - You'd just set min and max values during the time you create the variables and Construct would take care of the rest internally.

    It'd just be another way to streamline the workflow inside of construct.

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thomasmahler

Member since 28 Jan, 2009

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