MrMiller's Recent Forum Activity

  • tuna, Thanks!

  • Any help will be greatly appreciated! :-)

  • I'm just trying to do something simple with the combobox, but this is my first time using it in Construct Classic and I'm not sure which way to go.

    1. I want to be able to double-click on a name:

    <img src="http://farm9.staticflickr.com/8522/8472888322_0876be6a45_m.jpg" border="0" />

    and upon doing that the program would jump to a new layout.

    2. Make the combobox searchable by letter of a last name. Currently, it works but not always, sometimes it doesn't respond.

    3. Type at least three letters in a separate box and make the combobox go to the person's last name that matches those first three letters:

    <img src="http://farm9.staticflickr.com/8235/8472903548_e9a63795f6_m.jpg" border="0" />

    EDIT: Actually, this will probably need to be done with the Listbox object since the combobox doesn't have a vertical scrollbar function, which I need because I'm trying to add a lot of names...

  • Finally good solution, people post usually some silly ways :/

    No way is silly if it works. The only silly way is a way that doesn't work.

  • Wow, that's HUGE!

    Congratulations, Notion Games!

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  • I'm not certain if this solution will help you at all, but I had a situation where I couldn't figure out how to control 8-directional movement manually so the sprite wouldn't flip. I also couldn't figure out how to make the sprite respond correctly to angle-changing events.

    Eventually, I figured out a way to do it using TimeDelta instead, forcing a set animation so that the exact animation I want to play will only play when a commanded angle is running:

    rapidshare.com/files/161386812/8%20Directional%20Movement%20MM.cap

    ^^^ I've only set 45 degrees and 320 degrees to work; I never finished the other angles just because I didn't need it right that moment, I just needed to test the event concept to see if it worked... and it does <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I think these companies are looking at the tremendous success of the Wii and its casual game line and are banking on that to carry over. It's a risk for sure, but a calculated one at least.

  • I'm a bit concerned about the quality of hardware - not from the current contenders specifically, but historically there are generally companies that make subpar hardware to undercut their competitors, like for example when Apple decided to let other companies make Apple hardware, there were a lot of clones that had issues, devaluing the brand and it almost tanked Apple. Similarly, the amount of garbage software for the Atari almost ruined the industry before Nintendo saved it specifically by having a closed platform so they could ensure some level of quality. With the Internet as prevalent as it is now though, it's a lot easier to research something before buying.

    I guess it's sort of a push for these "indie" consoles, since they're all pretty under-powered in relation to what we get from the Big 3 (Nintendo, MS, Sony).

    All these companies joining in also means that it's likely that we'll get a platform that is being updated whenever new technology is available rather than once every 5 years or so. Honestly, I think a regularly updated video game platform might be the thing the industry needs. It works great for iOS and pc - why not consoles?

    The general consensus has always been that PC gamers are more sophisticated than console gamers, and therefore understand that gaming technology is a perpetual investment. Console gamers on the other hand tend to expect that what they buy today lasts for the next 5-7 years without the need to pay for upgrades.

    Some people refute the latter claim by pointing out system upgrades like the Sega CD and Sega 32X, but I always remind them that both of those systems (especially the 32X) where commercially unsuccessful overall, and it showed us that consumers are not keen on buying full-scale hardware add-ons. However, if the price of add-ons can be kept close to the current cost of a AAA retail game somehow, this issue may then be moot. It's just that at the time that add-ons like CD systems and such were common (16-Bit era) they were always as or more expensive than the main console.

  • You can put 3 effects on a layer to get that effect: blur horizontal, blur vertical, glow (in that order). Prebaking the effect will be much, much more efficient for the gpu though.

    You beat me to it; I guess I was just typing my message as you were hitting post reply on yours <img src="smileys/smiley36.gif" border="0" align="middle" />

  • I've always felt like games that use effects made available through its dev software tend to have a more "live" feel, but this may not be entirely impossible to do using Photoshop on the images. The good thing about using a baked-in approach with Photoshop or Gimp or whatever to achieve an effect, is that you won't be as heavily taxing the resources your game will need to run those same effects live.

  • Lets see now:

    -Ouya

    -Green Throttle

    -Nvidia Shield

    -Playjoy

    -Arcos Gamepad

    -GameStick

    -Combiform (which has now had a canceled Kickstarter campaign, and now an unsuccessful Kickstarter campaign).

    I can't think of any more, but we're starting to get a flood of indie hardware. I like it in a sense, but it does seem like a deck of cards.

  • I'm confused; if the guy from Green Throttle is also involved with Game Stick, how does that affect Green Throttle?

    Anyway, it's something because I had this exact same idea with the same name "Game Stick" a few years ago. At the time, I had 2 investment sources that were interested in pursuing funding for it, but I decided to scrap it because I felt that compatibility across TV sets would be a major issue.

    Maybe they've figured out a way around that. If they have, this is the best idea yet for this type of gaming. Appears to be much cheaper to make than the Ouya, of course that's only appearance, no one knows for sure without knowing the sourcing costs for their production.

    The real question for us is, can kit developers easily access development for this platform?

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MrMiller

Member since 4 May, 2010

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