cow_trix's Recent Forum Activity

  • Ah, good point. Maybe it should follow the precedent of "affecting the last played sound" by getting the volume of whichever came last?

  • Hey there. Just thought it would be really handy, especially when doing fade-in and fade-out effects to be able to get the volume of a particular tag as an expression.

  • Consider making the level off-screen and not wrapped around, which handles all the physics. Therfore it would only require one rectangular sprite for all objects.

    Then, take the coordinates of the object your simulating, and bend that around a central point, giving the appearance shown, in a dummy level on-screen.

  • <img src="http://lrtw.net/Games/RotGF/Banner.jpg" border="0" />

    Hi there guys. Here's a story-driven stealth game I've been working on for a while. It is by no means ready for prime-time, but I've sort of hit the prototype phase, where all the features are pretty much in. However, I'd really like some feedback on what you think would be cool gameplay elements. Some of the things I was thinking was, should the player slowly gain abilities as the game progresses? Should they be unlocked with a money system? How long should the game be? Any suggestions for traps, levels, things like that, let me know!

    The latest build will always be located here:

    lrtw.net/Games/RotGF/app.html

    I highly recommend using Chrome, as it has by far the best performance, at least for me.

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  • Newt, on a totally unrelated note, damn I love your avatar.

  • I believe what sqiddster said is accurate. Consider using the Sprite Bank plugin if it's not. If you want to limit events to on-screen sprites, the "Is on screen" condition is your friend.

  • I think different people would have different preferences here... again, interested in any other thoughts. Also, how does resizing around a common point work?

    It would be cool to be able to toggle it, call it Object Axis/World Axis maybe? That's the language 3D programs generally use. Resizing around a common point, I believe, treats a selection of objects as one large object. So as you resize, all the objects move towards the averaged center.

  • Hey Ash. Can't reproduce it from scratch, and while I was attempting to strip down the project to just the bug, I found that deleting a certain layout (TutorialDefunct) fixed the problem. Deleting individual objects from that layout didn't seem to fix it, nor did the problem occur with the sprite (Laser) in that layout. Very confusing.

    The problem should be evident just by running the "OrwellMansion" layout in the capx I PM'd you, without requiring you to edit it for a period of time.

  • You can do the black bars yourself with events. Probably a lot more flexible than as a project setting.

  • Hey Ash, it happened again. I sent you the .capx

  • Hey there. Just had a thought, it would be useful if we could mark a layout to not be exported when the project is. For instance, I have a few levels in my game that aren't finished yet, but I want to export a preview. Not including the WIP levels would cut the filesize significantly.

  • Could you do something like automatically put the project name at the beginning of every tag?

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cow_trix

Member since 16 May, 2009

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