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  • You can always change their angle towards the player - either right away or in increments.

    Or you can use the Custom Movement behavior - it has a "Move toward" event.

  • Awesome! Thanks, linkman! Will try to make a nice simple example as well.

    I think it has turned out great - nice, simple, quick to use. Will have to play around a little, check it out more. Try layering it, stuff like that (like pulse a little and get smaller over time).

    One little thing - in Actions there are two links to "Scale over time" - one has almost all settings, the other only settings for interpolation. Is there a limit to how many settings can appear in one link or it just ended up there?

    Evil edit: Ok, just tried layering the effect, but it always takes the first behavior. Would be actually be possible to layer them? Because that would allow for even more crazy stuff - like set one to Scale down to 1% over 5 seconds, other to pulse every 100ms, etc. Well, if it's not too much work. This is super great already.

    Extra evil edit: Also... Would it be possible to work off off the current size instead of the base image size? So you could, say, set the size to 400% and then start a behavior to scale it down to 1%? That would be really handy.

  • u say delve into events as if its a chore, changing one value from 100 to 102 takes less time in the event editor that it does going into layout, clicking on a sprite, scrolling then changing a number the exact same way, testing.

    If it was truly responsive I would agree, however sometimes you select the value, sometimes it opens the whole window and sometimes it just randomly closes your groups or selects different events at all (well, that's a pretty specific bug I'm having here with .83 with a specific project).

    And the part about what an explosion is to me, you couldn't be more wrong.

    Hence the "Perhaps", right?

    and scaling is the least important element in making a good explosion anyways.

    Well, let's just agree to disagree on this then. Or show some explosions, heh.

    but anyways have it your way, i was just trying to show you why its not needed.

    Why it's not necessary, perhaps - whether it's not needed? If 5 people have shown their need for it there's already 10 for each one who are not on the forums or being silent. Thus there is a need for it. Perhaps not a necessity, but a need nevertheless. And it won't blow up Construct, won't remove events so no-one really gets hurt, eh?

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  • Sub pixel movement? You COULD try setting the sampling to Point in Application Properties if the pixelly look is what you are going for.

    Or work really hard to get pixel/frame perfect movement.

  • Will you give me a lawsuit if my game is called "Tank Panic"?

    Of course not, that's NOTHING like Pank Tanic?

    Also - not sure about the copying thing, but here's a tank base and a top for more testing:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/TT1.png">

    <img src="http://i244.photobucket.com/albums/gg36/some9000/TT2.png">

  • I just drew them for the examples, use them if you want to, sure.

    If I make a little tank game it'd be a slightly different style, so no problem there. But there's one thing I have to reserve - the title Pank Tanic!

    No, seriously, use whatever you like. And equally seriously - Pank Tanic is from now on reserved as a tank game name.

  • Yep, dropbox can do the same thing . Handy program.

    Can you set a specific folder in Dropbox, deadeye?

    P.S. I use Dropbox as well, but for different purposes.

  • Whoops! Not quite. Yes, when you compile the game into an .exe they're all stored inside. But until you do you still need the sounds in a folder. The .cap just sort of links to their location. So yes, if you're just moving a .cap to another computer then you need to move the sounds along with it.

    Ah, for something like that, if talking about your own PCs then this is pretty great: https://www.foldershare.com/ for synching projects. I use it to sync some programming and web work between the Desktop and Laptop, quite handy.

  • Developer time I'd rather have them focus on 1.0

    Well, I believe linkman was almost ready to give it a go and I bet a simple one like this wouldn't take much more than a couple of hours (having seen the other impressive things he has made).

    Resize over time, I'm guessing, but... forever? oscillating?

    Basically the one with pics has a pretty brief overview of what would be nice - but generally yeah, scale to a certain size over time. deadeye's idea of a loop option (unlike a Sine pulse) is also quite useful.

    I've made some headway on this today. If all goes well, I should be able to release a beta tonight, tomorrow at the latest.

    AWESOME

  • having to copy the audio files from computer to computer along with the project file is very annoying . why not have it stored in the *cap file along with the other recourses?

    This has come up at least two times this week - you can - just add the audio files to the "Files" folder under Project. Then you can play them as "resources".

  • Yup, was about to say that - here's an example where the tank gets the need to turn every now and then: http://dl.dropbox.com/u/1328856/SmallTank.cap

    But it's done with the system timer - you'd have to give each tank a timer behavior and do checks with that (gotta read up on it) - otherwise all the tanks would turn at the same time.

  • Hey, I just wanted to realize the simple idea I mentioned above so quickly threw this together: http://dl.dropbox.com/u/1328856/SmallTank.cap

    It's really pretty crap, but at least that little tank doesn't run straight through the walls and makes it look like he's navigating... something. Heh.

    Anyhow - a system like this would need to use the Object Pairer to link the tank and his navigation sensors, but that's not too tough and there are examples here on the forum.

    Like was said - pretty crap - but maybe good for some ideas.

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Somebody

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