madster's Recent Forum Activity

  • How did I miss the first post on this thread, I'll never know.

    I'm floored. It's beautiful. Yes, blows 3D out of the water for a certain kind of game.

    Please. PLEASE. Keep THIS in mind for Construct 2 as well =)

    shader graph editor? >_<

  • IDE path editor?

    Whoa, sir, you have upgraded Construct. This is a game changer!

  • sadly, my (incredibly cheap) server doesn't reach the whole world.

    Yeah, that is possible, somehow. Don't ask me. I couldn't reach it from a certain country, and I've heard it's completely unreachable from several. Sorry bout that =/

    About asteroid-on-asteroid action... I'll try it and see how it changes gameplay. If it makes it more fun, I'll keep it =)

  • Awesomeness!!!

    love the smoothness of it all. Love the wavy feel. Love the look of the spray, deform and everything.

    Welcome back, David

  • yeah it's just gameplay right now.

    Gotta add some instructions, UI, scores and a way to restart =)

    40fps? whoa. I should turn down the effects a notch then. There's some wasteful things I'm doing for no reason, I just wanted to know how bad it was.

    Once I figure how to use the registry object, there should be fullscreen, high scores and then a way to gracefully restart =)

  • Game uplated, now with score and sound.

    Arrows to move, space to fire, Control for Special.

    Golden asteroids must be touched, these add to the score depending on their size.

    Every asteroid you shoot splits in two, each of these has a 20% chance of being golden. You won't know until you light it, though =)

    This has a bucketload of effects, please report your speed running it =)

    I want to add registry-based high score, but I couldn't figure out how to use the registry plugin. :s any pointers on that?

    oh, link: http://octavoarte.cl/darkasteroids.exe

  • strange, if its On Collision it should work, specially if you're destroying.

    Make sure you're not also adding 10 elsewhere

    you could post the .cap file so someone can take a look at it

  • This is officially cool.

    <img src="http://www.nedarc.org/nedarc/analyzingData/images/stampOfApproval.gif">

    About branching paths: maybe you could load several path segments and set the active one? If this was an object, you'd just have several instances with different data and shift between them but as a behavior you can't do that :s

  • Wow! I had thought this was the python concept thread!

    downloading, let's see how this goes =)

  • i havent really contributed anything recently.

    [quote:ajo57782]read posts before you reply.

    [quote:ajo57782]actually contribute something to the topic

    How about not doing that anymore? that would be an appreciated contribution.

    Now, back on topic and disregarding needlessly aggressive replies:

    An FSM differs from boolean if/else logic in the same way if/else logic differs from a switch statement in C, just its organization. But then again, you don't really need any organizational logic except compares and jump, you could do that in Assembler and there's no limitation there... only it's really tedious.

    Mipey: if you use a private var instead of a global var for your FSM, you'd have a private FSM. To have hierarchy within a FSM, you do something like this:

    FSM1(A,B,C) has a child FSM2(X,Y,Z) in state B. All of FSM2 events would then be as a subevent of "FSM1 On State B".

    Having interruptions is about the same deal, all a plugin would do is make it really easy to read (and as I explained before in my unread "actual contribution to the topic", provide the On Leave event which is really messy without an FSM condition)

  • Construct is a giant FSM. If this -> do this. Which is almost exactly what a FSM does.

    .. not exactly the same.

    [quote:3ap1k3mg]What I think people are actually asking for here is a Boolean type value that is either on of off. Or triggers once and then never runs again.

    Nope, not at all.

    That said, you CAN make a FSM in Construct, it's not hard at all, just harder to read and mantain (state name typos, for example).

    • Use a global var to hold the state
    • compare the status var to check for the current state.
    • when changing the state, you directly change the value of the var.
    • for On Enter State patrolling, you would do this instead: + System: Trigger once + System: global('state') Equal to "patrolling"
    • for On Leave State patrolling, you would have to either use a function objects or copy all the actions to each of the events that may change the state to another one.
  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • sweet!!!!

    I like squirrels!

madster's avatar

madster

Member since 17 Feb, 2009

None one is following madster yet!

Trophy Case

  • 15-Year Club

Progress

15/44
How to earn trophies