lildragn's Recent Forum Activity

  • Haha ok, I don't think I would've gotten that. Thanx for the well commented .cap file, I remember doing something similar with 'loopindex' when I was playing around xCode for iPhone. This actually makes alot of sense to me. It's frustrating at time, I can read code but putting it into a tangible string that makes sense is where it becomes tricky

    Really appreciate it Silent!

    ~t

  • Sorry Lucid, you kinda lost me there... can you provide an example in the .cap above or a new one if you wish. Then I'll re-read your last post... it's kinda hard for me to visualize what you mean.

    Are you saying instead of using numbers I should use text as the value for ID? And leave the 'choiceName' var as is?

    thx much!

    ~t

  • Awesome, thx for the explanation on the clamps, makes perfect sense. As for the events is

    on keyboard press enter
    -----goto layout global('screenselect')[/code:9jlg6lmm]
    
    used in conjunction with the "Blue Unique ID" I posted?
    
    [Edit] Ok I managed to get the options/credits working but start game doesn't and when I return back to the main screen, everything stops working... so I'm guessing an "Always on every tick" event is needed" [/edit]
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  • Hiya Lucid, got this working with individual objects... yay! (cap link below) now I'm not too sure how you would check to see which object is selected within the loopindex so when you push a key or a button it would go to that particular layout. Also can you briefly explain what the "clamp" actions are doing?

    http://www.box.net/shared/8svet79mpx

    [Edit] Ok I got further using the below, but now it's just figuring out how to use the same button/key press for each selection.

    Blue: Unique ID is 1/2/3[/code:1ex454df]
    
    [/Edit]
    
    thx man!
  • In addition, here's another that I've always used http://www.dafont.com/

    ~t

  • Was just about to post this, unbelievable work here, love the art direction and humor.

    ~t

  • Awesome! And this could actually lead into something like character customization dress up avatars FTW!!

    ~t

  • -On the same stuff, It seems that I can upscale the sprites internally using the handles, is that a good idea or better is to upscale the image on a graphic program and then re-import?

    I'm relatively new to Construct, but I think I can help you with this. Generally I would set the scale in Photoshop so I can keep the graphical fidelity, but if you wish you can use the handles in Construct, but you have to change the Sampling in the Application settings to "Point" that way it keeps the pixalated look.

    Demo plays great btw, very smooth.. nice work.

    ~t

  • Excellent! Appreciated Lucid, this will get me going.

    ~t

  • Hiya me again, I'm going to begin an official "my new game" thread once I get all the moving parts stable, so I'm not flooding the forums

    Ok so I would like to create a simple game menu that I can use either the Xbox Dpad/Keyboard arrows to cycle through the choices (start game/options/credits e.t.c) and by doing so they highlight in turn, and once highlighted I can activate them by a button/key press.

    Couldn't find anything in the forum search, so hopefully someone has an idea on how to approach this or maybe point me to an aptly named thread that I missed.

    ~t

  • Just tried this out, nicely done... are the stencil shadows pre-rendered as well? I'm know this thread is a year old, but I'm new so :p

    Is the game now finished?

    ~t

  • I finally got a chance to sit and go through these tuts. Just like platform school, it's well presented and bloody easy to grasp! And coming from an artists standpoint, that's cool factor +1.

    As for ideas (not sure if this was mentioned), as an extension to the inventory tutorial, how about showing once an item is equipped, it appears on your character for use.

    Thx for the effort!

    `t

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lildragn

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