Somebody's Recent Forum Activity

  • Had a chance to try it - great stuff, quite useful.

    One thing I'd like is the ability to set a repeat count - with an "On Finished" event - that would be perfect, like having a barrage of explosions finished of with a big one.

    It would also be cool for something like, say, dripping slime - couple of drips drop and stop - then begin again, without the need of extra variables and such.

    In fact I like this behaviour so much I made a new icon in the style of the native ones - perhaps you'll like it and use in future versions:

    [attachment=1:tdsvpj7u][/attachment:tdsvpj7u]

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  • This thread is basically right at the top currently:

    Welcome to the club. I hope a fix is found soon. Lost a chunk of progress yesterday to this.

  • Give thematimer behaviour - now they are independent.

  • Savvy001 - I have actually been thinking about this - it isn't all that hard and will quite likely be a feature once I get the basics sorted.

  • Another status update:

    Baby steps - it's all a little awkward for now, but should evolve into a usable thing.

  • Very bad form to use every 0.01 seconds - do read that dt tutorial and implement it (Every tick - progress bar + dt * something) and it will work correctly.

  • I read the topic after trying the game. Took me about 15 seconds to see what you were going for - controlling the thrust - but it doesn't make the controls any better - an explained annoyance is still annoying. Very few games can get away with annoying controls (Like Resident Evil series - there you grow into the controls and that improvement has a tangible effect on the gameplay - which is neat), but even they don't just invert the standard controls.

    If all that's special about a game are awkward controls then probably there's a need to add something else instead.

    Other than that - the presentation seems decent, but in this case the low res pixel look feels unnecessary - few games of this style existed when those resolutions were popular and most of them very quickly jumped towards higher resolutions as they became available. Might as well do the same.

  • That's going to help alot. Thanks for adding that! Any idea when a new version with the implemented features will be available? (especially the hue fix)

    Uhh... I don't want to give a date and then blow it, but hopefully by the end of the week or so.

    Meanwhile I try to keep track of all the suggestions that sound good and implement them. This should be self-explanatory (but I'll add anyway that besides the obvious there's now a 1 and 2px grid level that doesn't display a grid, but lets you really go for details):

  • The parts are just sprites, so adding them is easy. Mirroring as described by you would just add a bunch of unnecessary complexity and probably slow things down/make the save system messy. So for now I'm sticking with manual mirroring.

  • Status update:

    I have been working on another save-breaking feature - context-sensitive manipulations - which, simply put, is origin points that make sense. Even I, as the maker of the thing, was getting confused which way mirrored things should scale, etc. So now filled things have a center origin, half things have a top origin and corner things will remain corner originated:

    This gives way more freedom in combining shapes as well is just plain more sensible and easier to do.

    I have also implemented the aforementioned ability to load a background image. But since a system to manipulate everything on the screen (UI, whatever) is being built that's not published yet.

    This should also tie in with some more decent upgrades to speed and such which should also fix the cursed Ctrl bug. Hue issues also hopefully fixed with a rough workaround.

    Also you may notice new part designs - all done in 3D for proper shading and such. I hope to finally finish the first full part set with the next big version. Stay tuned.

  • Found a workaround for this - just add -100 to any hue setting, so the cycle goes backwards and everything is perfect. I'd still say this isn't normal behaviour and there's an error in there, somewhere, but at least the pinks and purples act normal.

  • You have certainly spent some time on this, with a decent website, etc.

    Personally I feel that mobile games with more than one action button are mostly awkward, especially if extra hand for movement is involved, but otherwise this looks like a solid project so all the best.

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Somebody

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