L5j's Recent Forum Activity

  • I use .avi's.

    Thanks for the info. I guess it's a no-go for me though. Since I've built too much of the project in .62 and i'm trying to meet a deadline, I would never be able to go back and start over now. Darn. I wish there were another way to get rid of the timeline bar.

    your project doesn't open up in the newest version?

  • I tried Minor's example and when I moved the buttons in very close proximity the issue you were talking about did occur.

    I used r0j0's code though however, and it works perfectly

    The idea is easily changed for families. Simply use a family instead of "Sprite".

    I tried that, but then when I mouse over from one button to another, the first one stays highlighted because the cursor is still over an object in the same family.

    are you sure? because this worked for me, even when the buttons were literally on top of each other.

  • I like this too, it could be stickied. Someone could just keep a list updated with links to each game's official thread and a brief description. Maybe some minimal requirements just so it doesn't get overloaded with one level ghost shooter clones or something.

    On a side note, I think a subforum under your creations for personal development log threads might be kinda cool. People could stay updated with some of the game projects being currently built.

  • WELL damn... belay my last, but a confirmation on that X button would still be nice.

    when I click that X button on mine it doesn't close my project, it only closes the current editor I have open, it still shows my game on the project tab

  • have you tried adding a separate "hud" layer without scrolling and maybe without transparent on?

  • Anyone else having problems with the block of code on line 19?

    Make sure line 19, 22, and 24 are ALL SUB-EVENTS of line 18. If you already have that, then I don't know, I'll have to take another look

  • I think he means, just have ONE xaudio2 object in your entire game, but in the object properties to click global.

  • Amazing tutorial, very smooth and responsive feeling. Reminds me a little of a game I used to play called little fighters. I am excited to see the rest of these.

    PART 4: ?

    *cough* hadoukens and various special attacks

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  • Another big thing that's keeping the software back is the very quiet community, peeps seem very hesitant to assist new users with questions... I'm having a rough time learning things because I receive little to no replies when asking a question. It's a turn off, but I'm sticking it out because the product is pretty damn good.

    Well I am brand new myself, and I'm knee deep in tutorials and wading through the wiki. I think you just gotta space out your questions a bit, and work on other aspects of your game on your own sometimes. The community seems to be very helpful from what I've experienced. I highly recommend doing every tutorial you can get your hands on. Even if the tutorials don't necessarily pertain to something you need to know, you will find they broaden your knowledge of construct as a whole and better help you figure out other things on your own. It does take a bit of commitment, as documentation isn't completely fleshed out yet, but its rewarding to accomplish things on your own as well

  • I'm probably beating a dead horse by saying this, but I think if construct games were able to be ported to phones/iphones or if the games could be played in a browser it would effectively promote itself. I think in this day and age many people are actively seeking out easy intuitive software to do just that. In fact the surge of people to this website might even be overwhelming.

    With that said, this wonderful software definitely deserves more exposure. I don't even recall how I stumbled upon it, but I do remember the first thought I had. "How am I just finding out about this now!"

    I think the most effective way to promote construct will be releasing games. So if anyone needs more motivation to work on that big project, that should be it I remember in my clickteam days, I would find ways to avoid the splash screens or the ugly games factory logo. However, with construct, and the nature of the product being open source and free, I can't help but want to put a huge construct stamp on my game to let others know. I think it was Mary Jane that made a really amazing looking opening video? I don't remember I have to go search for that thread now.

  • This seems nice, but is there any way to get it to work without the mouse? The Canvas object seems to be very strongly tied to the mouse co-ordinates, and I can't find a way to paste in the 'damage' object wherever I want (i.e. without clicking somewhere).

    Any advice on how I could do this? I guess I could use the DrawPoint function to draw an array of pixels, but that really seems like it shouldn't be necessary.

    Well I am still very new to construct, but after trying out this example I was amazed at how simple destructible terrain could be. I was excited to implement it into my games. Then I read your post and thought to myself this doesn't sound right, if this is true that doesn't make it very useful at all. So really quickly I thought I would open up construct and see if I could do it without the mouse.

    I attached what I did, its nothing special but press "Z" to drop metroidesque bombs lol.

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L5j

Member since 12 Dec, 2009

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