brent_hamel's Recent Forum Activity

  • So I've made an object "rainmaker" to spawn objects "rain" but I'm not sure to to get it to spawn then at random point along it's width, all I can seem to manage is to get the rain to spot from the rainmakers image point, any ideas?

  • Thanks, I'll definitely try that and see what I can come up with

  • Might there be a chance that those features could be added to the particle plugin in the future, they'd be super useful, at least I think they would be

  • Hmmm, make my own particle system...interesting.

  • Here's a couple questions, is there any way to have particle death's be a triggered event (i.e. collision with an object), is there anyway to have particle deaths be a trigger for events (i.e. spawning an object at it's death location?

    The Libertine is just ending on Bravo as I ask these questions, holy cow, awesome movie.

  • Haha, so many options...

    I like the camera plugin posted above, though I haven't had much time to play with it yet, but I definitely like the idea of having multiple rooms in a single layout, makes life easier, but I also like the idea of having different layouts with many rooms, for things like keeping enemies/gameplay elements sorted and tidy, so if I can get this camera plugin going, as well as figuring out how to get different layouts to read from global event sheets (which I still don't have the hang of yet, but I'll get it) then I think I may have my system, by the way, thanks for the comments on the music track, I'm willing to try doing pieces in pretty much any style, not saying they'll be good in each style, but I'll try, just go ahead and pm me if you have something you'd like me to attempt for you, and has anyone had a chance to check out that first cap I posted? I'd love to know if I'm a) doing things efficiently, b) organizing things well, c) missing anything obvious to help improve.

  • Just downloaded the plugin and gonna play with it today, if it works it could make my life a lot easier lol, and judging from the examples it came with, it should work just fine

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  • By the way, if anyone needs any tips or pointers on music theory/digital music production, or just looking for some music for their games, pm me, here's an example of one the songs I'm trying to finish up, it's my own song, as an example of sound quality.

    http://dl.dropbox.com/u/4075855/The%20Fireskies%20Of%20Terra%20Ultima%20-%2004%20-%20The%20Day%20I%20Ran%20Away.mp3

    I can do symphonic stuff, acoustic stuff, atmospheric stuff, rock stuff, not very good with electronic music though, but willing to give it a try

  • You guys are awesome, has anyone mentioned that lately? So here's my attempt at dropboxing my current caps...

    http://dl.dropbox.com/u/4075855/Brent%27s%20Platform%20Engine.cap

    http://dl.dropbox.com/u/4075855/Brent%27s%20Platform%20Engine%20Room%20Test.cap

    The first one is 1600x900, so for anyone with smaller res, you should maybe check that, and it was simply my attempt at trying to get my character moving and interacting with the world, Arrows, S for jump, D for strike, Space for run, and Esc to exit. Don't know how to make them customizable yet...

    The second is 1024x768, it's the same engine with some small changes, mostly just sprite size and jumping speed, it's just meant as a way for me to figure out how to have a single event sheet running the game behind multiple layouts.

    [quote:p2p1uc1h]I think what he's saying is the thought of having to follow where all those different locations are if their all split up across many many layouts could be a bit annoying after you get beyond a certain number, and grouping them up inside fewer layouts might work out better (I didn't think of that at first when I suggested different layouts)

    Now that I think about it, I imagine the way that Castlevania games do it would translate into having single layouts for the bigger sections of the map where all the room are related, but having a few different sections, thus multiple layouts...if that makes sense lol. They have sections with load rooms in between for things like palette changes and monster loading I believe. Would it be resonable to do it that way? The only reason I'm so focused on their platform engine is that it seems to feel pretty much perfect when I play (granted I'm biased as I have a large majority of the games in the series), so I figure, if it ain't broke, make your own version

    [quote:p2p1uc1h]Saying that though, if his game is smaller, then layouts would be the better choice.

    Kinda hoping to make some large outdoor regions, as well as a couple indoor mazes to start with. After that, I'd like to start populating it with bad guys of varying degrees. I'm just trying not to let my imagination get further along than my learning speed lol, which does tend to happen.

  • How do I post my .cap files so you guys can see where I suck lol

  • Wow, thanks a bunch, that seems like some pretty comprehensive help lol. Thanks guys. Though I seem to get a runtime error when I try to open your cap deadeye, I'm not sure what to do about that, I'm using the most current version of Construct so I imagine it's the "unstable" one I keep hearing about, would that be the problem?

  • That's a good idea, the main reason I don't really want to change layouts is simply because I can't seem to get any of my events to carry over to the different layouts, I guess I'm just not doing it right, and I don't want to have to copy/paste every single game event into every layout I use, so I guess my question should've been, how do I get room layouts to use events from my main engine layout

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brent_hamel

Member since 31 Dec, 2009

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