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  • http://videogamena.me/

    There. :P

  • Psh, I played Quake 3 with a laptop touchpad and won.

    But in all seriousness. If you design your game around using the mouse for aiming, chances are people that want to play it either already have a mouse, or have the means to get one.

  • So are you saying that there's no way of setting the object back down?

    Nope, just that getting it to work will need some finagling. This issue hasn't come up for me personally, so I haven't tried to solve it for myself. So currently I have no real solution to give.

    Maybe I should look into destroying the object and spawning a duplicate where I want it set down. It might even be easier to attach a sprite object containing all of the objects you would carry to the player. That way I could just give the illusion of holding it. Thoughts?

    It's certainly something you could do. However, it would have the same problem as before, just replacing carrying/putting down with destroying/creating. The problem lies with the keyboard object running every event in sequence.

    There was a discussion not too long ago about a very similar subject, and I think Ramones had a solution to the issue. http://www.scirra.com/forum/using-one-button-and-variable-to-switch-states_topic58648.html?KW=

    Not sure if that capx is still available though.

  • Select the events you want and drag them into the group, or cut them and paste them in there. Whichever way works.

  • aruche that is AWESOME and exactly what I needed. Problem is that I'm trying to set the object down and any code I try to figure out isn't working. I'm trying to toggle the carrying off and have it end up at the player's image point and left there on the stage.

    If you're doing what I think you're doing, you have similar setups for the events for turning carrying on and off. Problem with this is that they will toggle in order.

    This order of events:

    + Player presses S

    + Carrying = false

    • Toggle Carrying

    + Player presses S

    + Carrying = true

    • Toggle Carrying

    It's first going to toggle the Carrying variable, but instantly afterwards it's going to toggle it again, because the conditions for that event have now become true. This will give the appearance that it doesn't work and you can't pick up the item, while in reality you're picking it up and immediately putting it down. If you reverse the order you'll have the opposite problem, you can pick the item up, but you can't put it down.

    I really appreciate the help. Also, if you could friefly explain what you did, that would help me learn it for next time. Thanks!He's effectively doing what I wrote in my post.

  • What the Pin behaviour does is pretty much just

    + Every Tick

    • Set [object] position to (X,Y)

    Except that the X, Y coordinates doesn't update after the object is pinned.

    If you need more precision, I suggest dropping the Pin behaviour and do it manually, using a boolean or a string value as a state machine to check when the object is grabbed or not.

    + [object] Grabbed = true

    + Every Tick (adding every tick here is not really necessary, but old habits die hard :P)

    • Set [object] position to (imagepoint.X, imagepoint.Y)

    You're doing almost the exact same thing as the Pin behaviour, but the object will follow the image point, since we are using the image point's coordinates directly.

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  • Decided to try this plugin out, so I grabbed an X sprite and made a normal map for it.

    Arrow Keys: move X

    Click and drag the yellow swuare to move the lightsource.

    dl.dropbox.com/u/22615804/x-light-test/index.html

    I'm now wondering how to go about working with more than one lightsource.

  • Well, first things first. Your background is a solid purple, so no movement would be noticeable.

    You can achieve movement in two ways.

    1. Make the player constantly move forwards and keep the window scrolling with it. Either via ScrollTo, MagiCam or just hardcoding it with events.

    2. Keep the player stationary (like your capx is currently set up) and move the background instead. This is more similar to how older games do things.

    Either one has pro's and con's, use whichever you're most comfortable with. After you've decided which way to go it's simply a matter of doing your homework.

  • Where do fan made games fit in?. Are they also violating certain copyright laws if it's a fan made game?.

    Yes they are.

    How strict are these laws exactly?.There's 1000's off mario , rockman etc clones out there and i don't see them being deleted from certain websites.

    Just that you don't see it happen doesn't mean it never happens.

    It's never a clear cut case. Most fan made games are pretty bad, and for the IP holders most of them don't enter into the IP holders signal to noise ratio. The two most common causes for a fanmade game to be C&D'd are a) if they are actively making money off the project, or b) the quality of the game is sufficient enough as to detract from sales of proper releases.

    Nintendo has shot down quite a few fan projects. The most memorable for me being the Ocarina of Time de-make, where a guy was recreating Ocarina of Time using A Link to the Past assets.

    However, copyright (like trademarks and patents) is something that the holders must actively enforce themselves. Simply put, the reason you see so many games that do not get taken down is because there are so many games that people make. It's not feasible to C&D each and every one.

    In some cases, though, an IP holder can actually encourage fanmade material, as it generates good-will. AFAIK Lucas Arts have been pretty openminded about fanmade material (though Disney is quite the opposite. I wonder which way this issue will tilt with Disney at the reins).

    Hasbro is also pretty openminded about fanmade material for MLP:FiM, for instance, but not without limits. They haven't done anything against Fighting is Magic, but the fanmade Magic: The Gathering MLP set was C&D not too long ago.

    Edit: What is this, the fifth or tenth time this discussion has come up?

  • Yes I decided to remodel the Human Body to avoid to fall under Derivative work.

    If you used their model as a base, then it is derivative by definition.

  • That's a project file. To open that we'd need to have the entire folder associated with it too. Go into C2 and save your project into a .capx instead.

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