Urled's Recent Forum Activity

  • Often those who speak very bad english are bot's, not foreigners.

    I think we should only allow westerners here.

  • Shows you how to:

    Let AI and player objects use the same weapons, and they behave identically.

    Make cool sound effects

    FPS saving fow

    load weapons from external files

    Use tokens

    Make your game less hard coded and do more in less events.

    dl.dropbox.com/u/36415207/Gryning%20II.rar

    <img src="smileys/smiley10.gif" border="0" align="middle" />

    Bugs might be in there.

    Most graphics from SpriteLIb.

    The purpose is showing how the weapons can be done, the rest is just sh*t.

    Future updates will include Saving ammo for each weapon, but with the token stuff i put into it, you can probably fix that yourself.

  • Fantastic! Does it work in the new release of Construct classic? This is definetly something i'll try, as I am a gamejolter myself. I was thinking about building my own trophy system, but this looks better.

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  • Is this the new version of that xml reader?

  • I love the look of the title screen.

  • I got the same chrash when I used Z elevation on several objects at once. F.e I would set the blood particles Z elevation to their speed, and the game would chrash after a while.

    The only thing I could suggest for a re-write would be loading weapon data from external files. It just makes making weapons so much easier and fun.

    Also, shop's where you purchas weapons instead of just pressing E over a big icon on the floor. Why would you have to buy a weapon randomly lying on the floor? Or, you could do like they did in nethack, and have the avaliable items for sale lie on the floor inside the shop.

    happypenguin.org/images/vultures2shop.png

    Throwing some 3d or isometric elements into the mix would be sweet

  • To trigger sounds in a specific position. Create a sprite, then add a string variable to it called soundpath with the value f.e "scream.ogg"

    as you collide with the object, you autoplay appath&"Data\Sfx\"&soundpathvar at the position of the object. THat way, you can have multiple objects and give them different variables.

    If you want the scream to sound like it's travelling away from the player (if i

    understand you correctly?) you can lerp the position of the sound.

    THere is an expression called get last autoplayed audio and it is usefull for this

  • Hi! I tried it today and it won't let me play for more than about 5-6 seconds depending on how fast I go about shooting zombies, however milestone 6 and less works perfectly (i haven't gotten around to opening the milestones above 6 yet, as they have the path plugin which I lack).

    I have no idea what causes the bug, but hitting zombies with bullets appears to be the trigger.

    And, yeah. I use vista... That might be the problem.

  • Nah, but what certain events do that?WHat?! THe events used to make a game, can also be used to make a cutscene.

  • The same way you program your game.

    What do you expect? Do you want construct to do everything for you?

  • is right, it's not just on-screen objects that are in memory. The entire project is in memory, even off-screen images, and even images on different layouts.Why don't you load the images on diffrent layouts when the layout containing tose images is loaded?

    It seems like a waste of memory to me, but what do I know.

  • OK, but it doesn't work fine for me. This happened when i upgraded from 1.2 (i think?) to the latest version. It is a god damn pain in the ass.

    I've found away around it, though, by setting a global or object variable to one and then detecting if it is one and then adding the keypress event.

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Urled

Member since 22 Jun, 2011

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