Geo's Recent Forum Activity

  • Thanks GenkiGenga and

    Yes good idea, I think I'll make the enemies move up and down a bit in the next episode.

    The asteroids aren't moving, I thought about making them slowly move but dropped it for the same reason as above.

    I don't have Photoshop unfortunately but yes, the gradients look good, I might try to "copy" them.

    Most graphics (all but the "exit gate" and the buttons actually) are from the Scirra bundle he he.

    Thanks again for the feedback!

  • It's OFFICIAL friends, Ka-Boom Boom Boom is now a TRILOGY. I just published episode 3, another masterpiece <img src="smileys/smiley17.gif" border="0" align="middle">

    Easy gameplay, extremely motivating story line (hell, it's almost an RPG <img src="smileys/smiley17.gif" border="0" align="middle">)

    Check out Episode 3!

    Mentioning a few people who said they liked the first or second part, GenkiGenga, simwhi, anthonykojima - hope you guys like this one too, it's the same general style ("quickie" category, funny dialogues etc).

    Cheers!

  • I am 99% sure I found a bug, but can't isolate the repro easily and would have to post a big capx. If I get some time later or these days I'll start removing stuff one by one and then take it from there. But the jist of it is this:

    <img src="http://img685.imageshack.us/img685/4742/bugspawnpick.jpg" border="0" />

    To my understanding the disabled line (Spawn) should be equivalent to to the System.Create. However, if I disable the Create and enable the Spawn, the Set bullet angle of motion does not work on the created rocket.

    It took me a while to come up with the workaround, please let me know if you have any idea why it wouldn't work with Spawn.

    As I said, I cannot repro this on a clean capx.

  • I'm using it in my games (as shown above) so yes it's useful, at least for me <img src="smileys/smiley1.gif" border="0" align="middle" />.

    For example if you have a vertical shooter where your ship goes up and the scenery and enemies etc go down. There's a "tall" layout, and the player fires some bullets up. Those bullets can potentially go all the way up and kill the boss which is like 5 screens up and the player has not reached him yet. I would like the bullets to be destroyed outside screen (and I destroy them as shown above).

    I know what the "Destroy outside layout" was designed for and I agree it is useful in many circumstances.

    Geo

  • I mean, destroy outside "view" window. Like:

    Every tick

    (inverted)Sprite->Is on screen

           :Sprite-Destroy

  • I can emulate the Destroy outside screen behavior easily enough, but it would be nice to have an official behavior (while you're in the "small but many enhancements" phase - or is that phase over?) <img src="smileys/smiley1.gif" border="0" align="middle" />

    Cheers!

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  • If

    a) I have a lot of object types (enough so that I need to scroll down a few pages to see them all), and then

    b) I create a folder to organize my object types, and then

    c) I try to drag the last object type to the folder (which is on top), THEN:

    * I cannot do that because the folder is at the top, my object type is at the bottom, and the control doesn't scroll (like Windows Explorer does)

    The workaround is to rename it so that it goes closer to the top, place it in the folder, then rename it back.

  • Hey guys,

    If this was asked before, I couldn't find it.

    Quick question: does the "Spawn another object" action pick that object? If not, why not? (seems to me it's not picking it, and the manual says nothing about it)

    Thanks!

  • 67 mb   516x516

    /2

    33 mb   256x256

    /2

    17 mb   128x128

    I think you should divide by 4 instead of 2 when you half the image size (4 times less pixels).

    BTW very nice graphics, how long did it take you to create the sword animation with 16 frames you have going in your post?

  • GenkiGenga Thanks, I appreciate. Wait to see the next one <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I will just repeat myself because I think my idea is very good:

    For PICKING conditions, the ELSE should reverse the picking, i.e. the ELSE should pick all instances that were not picked by the IF, REGARDLESS of what happens in the actions (i.e. if in the actions you alter some variable that would cause an instance to match the inverted condition, the ELSE should still not pick it, because the original IF picked it already).

    The picking ELSE should think in these terms: was this instance picked the first time? Yes - drop it. No - pick it.

    For picking, it should be "instance-wise else".

    I have spoken. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • I noticed some problems with the GUI when the laptop comes out of hibernation too, like the icons on the top bar are screwed up. I just close and restart C2. I've always had this small issue.

    Windows 7 64 bit here as well, on a Dell Latitude E6510.

    Maybe I'll post a screenshot if Ashley (or anyone) wants to have a look.

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Geo

Member since 16 Dec, 2011

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