kyleo's Recent Forum Activity

  • I chase you around circle.... if your angle is higher than mine than I add speed counterclockwise, you have lower angle I go clockwise... but then you cross 360 and I am 346 then you angle 0 I must go all the way around circle!!

    Please help me to catch you better! Thank you. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • I am using the text object for dialogue in my game. Would be it better (performance wise) to load all the text (strings) to write from an .ini / hash table or to just write it all down in the action? It will add up to a lot of text. Or does it not even matter? I don't know how much memory and processing power something like this takes up.

  • Just started trying out Construct 2 for this new competition...

    I understand attributes have been merged with behaviors... but there are also families yet?

    If not how will I achieve a "is overlapping 'solid'" condition?

    Thank you.

  • Here is an example from Construct Classic...

    http://69.24.73.172/scirra/forum/viewtopic.php?f=8&t=971

  • IN my opinion longer is better, but only if you are introducing new things, and not repeating the same boss battles with a slight twist to make them slightly harder.

    The first time through Cave Story takes around 3 hours. SO I would say... about 3 hours.

  • My apologies, I meant angle of the sprite and not the angle of motion.

    At any rate, even with you misunderstanding what I meant you still answered my question for a trigonometric solution to calculating X and Y. I am still trying to understand where these triangles are being formed.

    Thank you so much!

  • In the custom movement behavior you can move objects "horizontally" and "vertically" according to a specified angle of orientation. I thought, "this will be perfect for my 2d planet game where there is no 'up' or 'down'-- its all relative! I now realize this might be more math than I anticipated.

    Is there a way to get this relative "horizontal" and "vertical" speed of an object, and not just it's X and Y speed?

    Better yet, can someone take a look at this cap and tell me if there is a better way to do this? In addition to this road block I have hit, there are numerous other little flaws in my custom movement platform behavior. I feel there is some sort of elegant trigonometric solution to all my problems that I am unable to see...

    http://dl.dropbox.com/u/19590484/compass.cap

  • I am wondering, are there any other 2d games with this concept:

    youtube.com/watch

    I am thinking about doing some experiments and elaborating more on this idea-- however I would definitely first like to know if there are any other games that have used this-- so that I can know just how much more creative I have to be!

  • I remember when you would jump on Yoshi and all the sudden the drums would come in.

    That was like... NASA technology.

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  • One easy way to make the camera pan ahead towards where the player is facing (just like cave story)-- without even using any math is to set the magicam to follow an invisible sprite which is always set to the proper X co-ordinates in relationship to the player sprite.

  • Looks awesome. And don't worry Funny Guy, nobody can ever get tired of space.

    People can get tired of 1st levels with green grass and blue skies though-- but space? There's so much you can do with it.

  • Everyone else does such a good job of pointing out cool looking games, I thought I would contribute. There's this cool looking game called FEZ...

    <img src="http://www.geek.com/wp-content/uploads/2009/07/fez_xbla.jpg" border="0">

    Check out this gameplay video.

    What I'm really curious about is do you think something like this could be made in construct using the the 3d box?

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kyleo

Member since 19 Oct, 2010

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