Yaottabyte's Recent Forum Activity

  • ah ok! well i was confused then... hehehe...

  • I read before on this thread you need create a multiple intances of inputSystem, if i'm not wrong... to manage multiples controllers... anyway you must read prev entries...

  • Hi guys i was making something last night, there is my first incursion to the tile-based maps, this is my basic idea still i need work in the save/load system and the player customization of tile sets.

    EDIT: I forgot mention you'll need MagicCam and TextureSetter plugins...

    Espect you like this...

    .CAP

  • You may do parallaxing effect by adding some Layers to your Layout, the setting theirs XScrollRate and YScrollRate params progressively from top-most to bottom-most. So when you scrolls the whole scene, the Layers with lower ScrollRate respectively, will scroll smoothly, therefore all objects inside those Layers will scrolls smoothly too.

    I'm using that effect on my own current project 'DEEP SPACE' to create the illusion of a vastness of void in the space, producing a feeling of depth.

    Espect this helps!

    ^_^

  • Does the game have problems running on your computer?

    Well I try to test it on my job's machine, a AMD phenom 9750 quad-core 2.4 GHz, win7 2 Gb ram, but dont start, i will try it on my own, i5 8Gb ram 1Gb video ram, win7, this weekend, anything i notice i'll post it the next monday.

    Any way with your permission i'll apply the above stuff i explained to your cap and post the results again to compare the VRAM usage, are you agree?

  • I care about Construct Classic, and wanted to make it reach a larger audience.

    Thats is good, while many people knows about CC more and better will be the Knowledge around it, and therefore the better will be the games developed...

  • ok i'll check it now...

    EDIT: After open your .cap, I may notice something very very important, when downloading file i supose that, you are using very big sprites, that lacks your VRAM, one suggestion, try to cut the biggers to minor pieces so you can repeat a sprite any times you want, but thats saves you a lot of VRAM why despite you have many instances still that instances uses one unique texture here i lets you a picture to try explain the fact:

    <img src="http://dl.dropbox.com/u/74660811/examples/sprite_instances.png" border="0" />

    this maybe not solves your plasma effect issue, but helps to improve your .cap speed, then we can discard VRAM lack as posibility to your Plasma malfunction.

    PD: sorry for my english.

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  • Urled you could be right, but there is an effort behind writing a book I dont know if comparable to write a videogame, still sometimes we need to appreciate self work, expertise dont come from nothing... I share my knowledge for free because i took it from other people or by myself experience, but at the end if those knowledge will be useful thats my satisfaction. If someone like to give me money for that knowledge why not eccept it...

  • you may trying putting all numers in the array so then apply an loop to radomize the numbers...

    cap

  • Hi guys! i think there is method we can use for that purpose a tile-based map, let me work a couple weeks and i will presents my tile-based map editor idea... It must be cheaper (low VRAM comsuption), versatile & reliable (load as quick as posible and support user tileset), as part of my next project. I will work on that... any progress i'll report...

    ^_^

  • I see nothing happening because must use a 'for each Sprite37' in the ES of layout4, event 5. This due to, there is more than one instance of sprite 37 and the event picks all at once, and you must check up one by one.

    Try that above or try adding before checking condition a 'pick closest to herosprite', 'enemy' sprite condition, this should work properly.

    EDIT: this i speak about:

    + Sprite37: Pick closest to: compactorhero.X, compactorhero.Y

    + System: distance(compactorhero.X,compactorhero.Y,Sprite37.X,Sprite37.Y) Lower or equal 300

    -> Sprite37: Set 'aggro' to "yes"

    or

    + System: For each Sprite37

    + System: distance(compactorhero.X,compactorhero.Y,Sprite37.X,Sprite37.Y) Lower or equal 300

    -> Sprite37: Set 'aggro' to "yes"

  • Hi -Silver-, I was experiment recently with the plasma plugin...

    I may say, there is a important parameters around it... the first the cold texture and the second, source texture... been brief, the cold texture serves as a cutoff mask of the source texture, then with the filters you can modify colouring of the final render...

    then you have, speed parameters what they speaks by their own names, they controls direction in which the cold mask moves over the source... that was all my understanding about Plasma plugin, i espect this helps you to understand it too.

    PD: sorry for my english.

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Yaottabyte

Member since 29 Jun, 2011

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