RayKst's Recent Forum Activity

  • Hum.. i used it a bit and by what i could see the only real advantage is the lights/shadow system , they're real-time in game end in editor too... Other than that comparing the scripting systems of Construct and Ethanon(it uses angel script) , Ethanon's scripting seems more powerfull since it's more integrated with the core engine (Gamespace lib/C++),almost like a wrapper, than python in Construct.

  • hummm... O.o

  • It was released today

  • ops forgot link sorry : http://www.asantee.net/ethanon/

  • Just discovered it , it's a 2.5d game engine/editor , 2.5d in this case means that it uses 2d dynamic (and static) per-pixel lightning, and dynamic shadows. (using pixel and vertex shaders, normal maps etc.) It does what was been discussed in this topic :

    http://www.scirra.com/forum/viewtopic.php?f=2&t=5457 and much more. There's a remaked chrono trigger scene made in the engine that looks awesome . Definitely worth a look

  • great plugin . I only missed support for curve paths like beziers or something like that. Other than that it's all good

  • great I'm brazilian too so that's definitely a good idea to spread the 'news' about contruct to the people here...

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  • application menu... think it's not possible yet ... if it is i'd like to know

  • ohh great update gonna try it now

  • thnx for the response i tried it this way and it worked:

    <img src="http://i47.tinypic.com/24m5bnp.png">

  • hey lucid , i've been playing a bit with your "S" plugin and it's great so far So could you or someone assist me on this? : how do i delete an object and destroy it only without destroying all the others ?? I've tried "destroy object", it destroys the object but do not delete it from array... and "delete object" , removes it from array and destroys all the others (only one type) .Does it has something to do with object range ?

  • i sugest you make a for each object enemy on always loop and test if player coordinates are inside a certaing range.. if it is set enemy follow variable to one if not set zero ..

    for the jump you can use a similar approach except maybe you'd want the enemy to jump only once..

    i checked your cap and found a solution for it but it results in crash sometimes and the enemies glitch sometimes so i would do like i said above

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RayKst

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