feeblethemighty's Recent Forum Activity

  • Yeah, i'll have to agree that the controls are really strange.

    But you got the mood of the game down. The music and the graphics fit well together.

  • Hey,

    I've done a bit of tinkering around with this problem too. Here's one way to do it (though there are probably more, way prettier ways to do it. for example check out madsters "Dark Asteroids" game):

    Take a look at this cap. Arrow keys move, mouse points flashlight.

    Basically for my solution you need at least two layers. The top one needs to have the Multiply effect on it. Then create a white gradient in some sort of graphics program like the GIMP in the shape that you want your flashlight to have. In the cap, I've made the gradient larger around the player so you can see what you're doing. The layer beneath the top one should have your game elements like your player, etc.

    You can stop there, but in the cap, you'll see that i've added a light object and some shadow caster objects. Take careful note how the layers are set up and what is in them.

    Hope this helps.

  • How about a few short quick jokes? Okay then!

    A pirate walks into a bar with a steering wheel on his crotch. The bartender asks him "what the heck is that wheel for?" The pirate responds, "YAAR! IT'S DRIVIN' ME NUTS!"

    Thank you! And for my next joke...

    How do you titillate an ocelot?

    You oscillate the tit a lot.

  • This is due to the plugin being incompatible with the saving and loading features. I was never able to get it to work correctly because none of the devs ever explained how I was supposed to deal with object pointer serialization. I'll try and get this working at some point, but I wouldn't hold your breath.

    Well, it would've been a nice feature for my game, but i suppose i don't need to use it. But i will certainly be following your progress. I may hold my breath anyways......

  • ...that being said, i have found a bug.

    I am using the Advanced Camera with the "Follow Uniform Grid" method on my "Player" object. If i quicksave then quickload, the camera stops working and ceases to follow the player when it walks off-screen.

    Here's a link to a modified version of the example you sent with the Advanced Camera download:

    http://dl.dropbox.com/u/1289061/Constru ... %20bug.cap

    Use "S" to quicksave, then press "L" to quickload and notice how the camera stops following the player. At first i thought it was because i hadn't checked off the "no serialize" box, but that didn't work. Neither did making it global.

    Anyways, check it out. It would be awesome if this could be fixed because it works great otherwise.

    EDIT: Also, in case you were wondering, i am using Construct version 99.83

  • Truly, you are a hero, linkman. This is amazing.

  • Hey folks,

    I read a topic about this somewhere else on the forums but cannot find it for the life of me, so i thought i would ask about it again.

    Basically, i've tried to put layer effects on a few layers in my game, but they interfere with each other. I just want to have a layer effect only affect the layer it's on. I've heard it's possible to do this with canvases, but i can't figure out how canvases work.

    Is it possible someone can send me an example cap? Possibly one that covers how to use canvases in general? That would be great.

    Thanks!

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  • Hey folks!

    After finally figuring out the aliens running away problem (which after Construct version 99.72 had to do with assigning family variables using ".Value") i can finally say that this game is complete.

    Construct version 99.82 fixed the ever frustrating falling-through-platforms problem so that platform screen near the end of the game is actually passable. I do recommend for everyone who tried this game before and found the platforms frustrating to give it another try.

    Also, i started using GameJolt so you can quick play it.

    Try it out now!

  • You may be surprised to hear this but when I opened up the .cap you sent me in 0.99.72 for the first time (this was before 0.99.8 was even released), that's exactly what happened. I didn't mention it because I thought that either you sent me a different earlier build where the enemies weren't fixed yet or you had done that on purpose for some reason like, to make testing easier for me

    Heh. The aliens were just scared of you, deadeye!

    Actually, i had tried 99.72 and noticed the same thing, then reverted back to 99.7 because i didn't have time to tweak it again before the deadline. *Sigh* I guess i have some work ahead of me. But at least the platforming is spot on.

    Thanks for the tip.

  • The aliens in GUYMAN HERO face the proper direction, but now they run backwards. Here's a snippet of events which i think are the culprit:

    <img src="http://dl.dropbox.com/u/1289061/Pics/guyman_coding_weirdness.png">

    I have a family called "actor" which the aliens and other platforming enemies are a part of so i can just set their "move" variable to 1 or -1 depending on which way i want them to go. They also have a "xspeed" variable so i can control their movements a little more accurately. This bunch of events worked fine in 99.7, but now if "xspeed" is negative, they move as if "xspeed" were positive.

    Maybe it's more family issues?

  • Platforming works great! But now some parts of my game work completely differently and i don't really know why. It might be the way i coded(evented?) things, though. Kinda hard to tell.

  • Oh, holy crap. I was not expecting another update so soon! These guys are awesome! Downloading the new version now...

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feeblethemighty

Member since 1 Jun, 2009

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