mumu64's Recent Forum Activity

  • Also, a way to play said animations at their set speed from the IDE

    I agree.

  • 0 opacity: object still renders itself to the screen processing any effects, taking the GPU's time, but most likely results in nothing being changed on-screen. However, if you had an effect which did something like invert the opacity, it would still be seen.

    Invisible: object skips drawing at all so will never be seen under any circumstances. Therefore GPU spends no time at all trying to draw the object.

    In short, use 'invisible' instead of 0 opacity to hide objects, it's faster.

    Can I add text on the Construct Wiki?

    Here:

    http://apps.sourceforge.net/mediawiki/c ... acity_ACEs

  • Can I add this on the Construct Wiki?

    Here:

    http://apps.sourceforge.net/mediawiki/c ... =Tutorials

  • the gameplay seems pretty simple, i doubt it would be a problem for construct.. The only challenging part i could think of (programming wise) is making the cars and pedestrians randomly appear in a realistic manner like in other gta games. Then again Gta wasn't always that realistic in its earlier games. You have to remember that games like gta have large teams dedicated to things like level design and decoration. For one man it would be a mighty task to make a large detailed city.

    True.

    And the pedestrians act in this version, if I recall correctly, about the same as in GTA 1 and 2.

    They walk on sideways, react on gun shots, run away from violence, can fight back and a can walk around obstacles.

  • Did you try the Nintendo DS GTA China Town Wars yet?

    I've played 2 minutes and I think it's impressive for a Nintendo DS title.

    I wonder how long it took to create everything you see, such as: buildings, fences and other small things. I want a behind-the-scenes look.

    One small thing I noticed: when holding down the punch button, it keeps hitting continiously, without stopping. So as long as you hold the button, it keeps boxing with his 2 fists. Even while walking.

    Would you also choose for this if you were designing this game?

    It's perhaps better than 1 push = 1 hit and easier to implement than a combo-style of fighting.

    Or maybe (top-down) gta was just not made for brawling...

    As for Construct, is there anything you can think of, that is possible in gta 1, 2 or China Town Wars, which perhaps cannot be done in Construct? (more in terms of gameplay, than graphic-wise)

    <img src="http://www.ohgizmo.com/wp-content/uploads/2008/09/gta_chinatown.jpg">

  • I have read the opening post and wanted to reply, without first reading all replies.

    If my message is repeating things that been said already, please forward me back to this topic to let me read all replies first (which I will do after this reply anyway).

    In my opinion:

    Games can offer amusement like, for example "Horde" in Gears Of War (no story), or very story-driven. Or a mixture of this.

    If the story is important, to the creator, don't let the player die too often. It can distract the player from the story.

    (gears of war 1 and 2 have a mild story-driven game. There's a (enjoyable) story, but it is not intense, like for example Silent Hill, or Condemned.)

    Also, in general, repeating the same things as a player, in intense story driven games, more than 4 or 5 times, is arguably old fashioned and for me a waste of my time if I want to continue with the story.

    (If I want a challenge, I change the difficulty to "hard") Prince Of Persia, for example, doesn't let the play die. I like that, personally.

    And about linear gameplay: doesn't matter, with intense story driven games.

    Tons of good games that are linear.

    A movie is not interactive like a game, but people are used to linear storytelling.

    Note: perhaps contradictions can be found in my message, but creating (something/a game) deals with making decisions, making concessions. I think I wanted to make that clear.

  • When inside an Event Sheet, I would like to click on a sprite object (in the "Objects Pane") and (when selected the animation tab at right bottom, in the "Bars"-section) see its animation frames (and angles).

    Now I first have to go to the Layout Editor and click on the object, before I see the animation frames.

  • Thanks, I never noticed Controls in Application Properties before.

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  • In the Platform School cap (lesson 2): as a new condition for MouseKeyboard, you can choose "Control is down?" and "On Control pressed".

    When you select this condition, it starts with empty quotes: "".

    The tutorial enters here "Move Right".

    Question: what other options can be used here? Move Up? too?

    I can, and will, try out some directions, but where can I find the list/options to choose from?

    If it only starts with empty quotes, I don't know what the condition accepts or not.

  • Thanks.

  • I made an instance of a sprite by holding CTRL and dragging the mouse.

    When an event uses this sprite, how does it know which instance to choose?

    The most recent created instance?

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mumu64

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