RayKst's Recent Forum Activity

  • Wow ! Excelent pixel art and gameplay ! You serve as an inspiration for me thanks :)

  • Yeah that aspect of bullet can cause some confusion. What you can do in this case is add two sub event on space pressed like

    if player is mirrored -> bullet set angle 180

    if player not mirrored -> bullet set angle 0

    In my game , i had a character with bow and arrow and i had to handle bow mirroring, bow angle , arrow mirroring and arrow angle depending on mouse position and if player was mirrored or not. Took 3 days to figure everything out :)

  • Nice plugin ! But... No way to make it work in preview mode ? :(

  • Imo there's no need for a debugger at all as in code debugger, since there's no code involved that you have direct control of. But there's a need of a runtime inspector like there was in Classic. And about UID there's nothing wrong with them at all. People just don't seem to know how to use it

  • Yeah the picking system could improve a little. Pick Nearest and Pick by UID served me well till now but they could be insuficient for other cases. But what i miss the most right now is Families, Sprite Editor and better support for fonts.

  • Yeah good idea. :)

  • Yeah that could help Tokinsom, thanks ! Even though i have right now to handle a bow an arrow and a sword <img src="smileys/smiley5.gif" border="0" align="middle" />

  • For example: If i have a group of events that controls weapon positioning like mirroring, generic movement etc, how could i generalize it and instead of doing for example:

    Player mirrored

    --- [Current Weapon] == Sword - > Set [Sword] Mirrored

    --- [Current Weapon] == Bow   -> Set [Bow] Mirrored

    Do it like:

    Player Mirrored - > Set [current weapon] mirrored

    Families ? Object variable ? Or am i thinking the wrong way ? Thanks in advance.

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  • Yeah the fades are okay. And about the fall through yes they happened quite many times

  • Nice graphics! Could become really fun when you raise the number of traps and stuff. Only one problem: Some times the character fails to land on the platform even sure he collides from above. I guess that could be a bug with new jump through platform. Other than that i didn't see any problems :)

  • When i go menu->exit construct closes the project but doesn't close. Close operation freezes if i then go menu->exit again nothing happens. If i go on red X buttton nothing happens. Some 30 seconds later C2 crashes. I can't reproduce it since it happens rarelly.

  • Just for info i found it: A program called Gdippx was interfering with Construct. I just added Construct to exception list. And the line is black not red :) For some reason i remembered it being red. Anyway if this problem appears for anyone just do what i said. Thanks!

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RayKst

Member since 22 Jul, 2009

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