Schoening's Recent Forum Activity

  • I guess the "Spells" are the big gray blocks.

    You know then that when mouse cursor is not over a gray spell block, than it is in "playable" area.

    No that is just a ugly ui where the Buttons will be placed upon <img src="smileys/smiley36.gif" border="0" align="middle" />

    But it does not matter i guess

  • Ah Also, instead of "SCROLLING" the ship i want it to be in the center of those Mouse Parameters. Or the "Playable area"

  • I could add "bind to object at point" as an action, but that would be deprecated by the container feature.

    I'll resume working on the turret behavior on monday, and I'll see if I can add something to the extension or code a "hardpoint" behavior that attaches objects to other objects (while keeping angles relative)

    Meanwhile keep this topic updated, my goal is to have the turret behavior be able to do everything you want.

    FSM bless you     <img src="smileys/smiley4.gif" border="0" align="middle" />

    Thanks for the help! The thing i was trying that was impossible was to change the behavior stats to something else than Numbers.

    I don't know if that is possible to change, but it would be nice if i could set the Heading towards an angle and other syntax.

    Example:

    Heading - Ship.Angle

    Arc     - 45

  • I am working on the HUD of my Game right now and the problem i have is that at the moment the Spaceship will just move towards the last Mouseclick.

    Now that i am adding HUD with "Spells" etc. That would overlap with the Mouseclick i want the Movement Mouseclicks only to happen On a certain Screen Area.

    I think Event Mouseclick and Compare Values is the way to go. But i am not shure how.

    <img src="http://img267.imageshack.us/img267/5017/taskbarproblem.png" border="0" />

  • Link Fixet :)

    Edit:

    The Framerate depends alot. I got framerate of up to 2000 in the Demo

  • I don't know if you know about SSSS yet..

    It is pretty much the future of Gaming graphics..

    Real Time Rendering.. ah what the heck ! Read the Article yourself !

    Download the DEMO

    And be amazed of the Frame-rate and Graphical insanity !

    Matrix here i come

    Link

    Edit:

    This is a new way of Rendering.

    Normally Rendering this in for Example 3ds Max or Blender would take 30 seconds - 1 minute. PER FRAME.

    Let me explain that a little more:

    "The technique has been used for some time at top animation studios like Pixar, but Jiminez has managed to work out a way of doing it on computers with far lower specs in real-time. That means you could see it in the next generation of games engines, running on a future Xbox 720 or PS4."

    Animation Studios can use this, because they do not need to Render in REAL TIME. They make Movies, They render a Model and take a Picture of it.

    Now they have one Frame.

    Then they render it again for the next Frame, until they have enough frames to make a movie of it. (30-100 frames per second)

    That was not possible for Games until now, because we cant have 30seconds Freeze Time between each tiny movement on the screen to render a new Picture.

    This new Technology Renders at realtime. 60 - 100 Frames !

    There is alot more technical stuff to it. But basically we can now create incredible grapics that look far more real than anything ever accomplished.

    There is a Link for Downloading the Demo of it. It is 47mb large, try it out :)

  • Why worry so much about protecting so much the game assets? I mean, if a game gets popular enough, it will get hacked and dismembered, no matter what, it's only a matter of putting effort and time into hacking it. I dunno, it's like a never ending war. I don't know, it's just a personal opinion, but I would be happy people want my assets so bad, I might be doing something right.

    Yeah it is mostly because i found it awesome and less because of the hacking <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • First part done :)

    <img src="http://img819.imageshack.us/img819/1328/turretsshow1.png" border="0" />

  • R0J0hound

    Sadly i can't take Ship Angle into the Equation in the Turret Behavior.

    But i will just create my own Turret with Events :)

    R0J0hound

    Mastasurf

    I will try out your ideas, thanks a lot <img src="smileys/smiley2.gif" border="0" align="middle" />

    I just find it weird that i can't simply make it face a ImagePoint..

  • The tutorial you are refering to is for Construct-Classic.

    Yes.

    But i would think that Construct2 being the successor of Construct Classic would keep such a good feature.

  • I don't see how this question is related to the prior topic.

    But to answer, imagepoints are relative to the animation frame they are set to.

    Anyway, hopefully this capx made of 3 events will help you understand imagepoints and "rotate towards position" action.

    Sorry about that.

    And Thx, i think i got the hang of it now :)

  • How to secure Game Assets

    I read this and tried it out on Construct 2 .

    First i though it WORKED ! Because foolish me din't clear browser data and so the Game kept being stable in Chrome..

    Cleared the Data and it seems like this is not working in Construct 2...

    Why is that? It is Awesome ! With a bit of brain you can protect your game and the only way to crack it is by brute force !

    Why not in C2 ? or am i missing OR EVEN over-hyping something here?

Schoening's avatar

Schoening

Member since 24 Jan, 2012

None one is following Schoening yet!

Trophy Case

  • 12-Year Club
  • Coach One of your tutorials has over 1,000 readers
  • RTFM Read the fabulous manual
  • Email Verified

Progress

15/44
How to earn trophies