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  • mmmm, bit of a long shot here, but try clicking on the icicle_bullet object in the project list (so that it selects all instances of the bullet) and set the bullet behaviour "Set Angle" to "No". I did a quick test here and that seemed to fix it.

    Failing that, do you mind posting your capx to dropbox?

  • Holy heck, Mortar Melon looks amazing! Ironically it's too bad it's only on Windows 8 <img src="smileys/smiley4.gif" border="0" align="middle" />. I'd happily pay a few bucks for that on Android.

    Really good entries guys, you're a talented bunch!

  • Try moving the line where you are setting the bullet angle after the line where you spawn the icicle_bullet. It's probably setting an angle on an object that doesn't actually exist yet.

  • A few little suggestions that might come in handy. I know you guys are busy as busy can be, but maybe they can go onto item #235235 in your TODO list <img src="smileys/smiley1.gif" border="0" align="middle" />

    1) Replace object: A few times I've switched from one sprite like EnemyA to EnemyB, but I have to go through every event one by one and change the object. Usually I just revert to using wingrep on the xml files and manually do a find+replace. Having a "Replace object" on multiple lines in the editor would be super handy.

    2) When creating a new object family, when you add a sprite with it's own instance variables it does not get added automatically to the family. If you try and add the same variables you get a conflict, or in the case of behaviours you end up with a duplicate. In this situation again I find it easier to just jump into the .caproj and edit it manually, but it would be nice if the IDE could do this.

    3) When undoing, I see "Added Action", "Changed Variable", "Pasted Action" and so forth in the corner of the IDE, but I have no idea where that is taking place. It would be fantastic to be able to click that text and actually jump to the event sheet and line that took place.

    Like I said I'm not saying you should guys should implement these right now, just maybe some little things to add one day when you have some downtime.

    Cheers! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Very cool!

    I actually kinda liked the auto-fire. The only reason games usually don't do it is because the ships have a charge attack that requires you to hold down the button. Either that or they have some sort of mechanic where you want to try and get as many enemies on screen at once and blow them up in combos, or perform bullet scraping. If you have no charge attacks, I think the auto-fire is fine (especially of you port this to mobile).

    Top work!

  • I agree. I downloaded my project from SVN to do some work on my laptop only to discover all the plugins missing. That made for a fun train ride <img src="smileys/smiley1.gif" border="0" align="middle" />.

    The only danger I see is that now people have the ability to post a capx and automaticaly run possibly unknown or dubious javascript files. I don't know if any real damage could be done this way.

  • Kyatric sounds correct here - I noticed this little performance bonus the other day where I have a sprite that explodes and creates lots of little shrapnel pieces, each one a little 6x6 sprite. The first time it runs the browser drops pretty heavily in FPS for half a second. But after that, despite having destroyed the sprites and creating them again in C2, I no longer get the frame-drop of creating them. I was considering adding in a pre-cache step on layout start that generates a bunch of sprites that I know I will need, like my shrapnel sprites, but I wasn't sure if this was a good idea or not.

  • Different animations on a sprite can have their own collision boxes. I have sprites with Click/Drag with an "EditMode" animation that has a big collision box, and a "RunTime" collision box that is smaller.

  • Wow your partner is a very talented artist. Very nice Rayman level animation and art <img src="smileys/smiley1.gif" border="0" align="middle" />.

    And it's a very nicely constructed platformer. The foreground effects are very cool.

    The only thing I found a little strange was the camera when the player is moving through the Y axis - it seems to get quite jittery. When falling from large heights it gets very noticeable.

    Overall awesome work! I hope you don't mind if I add it to my signature?

  • Wow you did this in 100 events? Crazy!

    For those having difficulty, circle strafing is your friend! Most of the enemy's fire straight ahead so you can circle around them pretty easily.

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  • R0J0hound = Very cool. I didn't know you could do OR statements right in the code! There are some sections I am picking (mainly for If overlapping X or overlapping Y and Z type logic). But still, very good to know.

    Arima: Oh haha, mmm, let's see if I can dig myself out of that hole. I bet your code is amazing! And your fashion sense is impeccable! Yes, there we go. <img src="smileys/smiley1.gif" border="0" align="middle" />.

    In regards to C2 not being able to support it, fair enough. I get the feeling that little things like this seem easy to implement, but there enough C++ code running under C2 by now to make the moon landing look trivial.

    ramones: Very sneaky. I'll give that a shot. That should over most of my situations I think.

  • Arima: Ah, good to know I'm not going crazy <img src="smileys/smiley1.gif" border="0" align="middle">.

    I'll use a local variable for now, I'll just try not to let Uncle Bob find out <img src="smileys/smiley1.gif" border="0" align="middle">

    Thanks mate!

    Ashley: Is there any chance of this being incorporated into C2?

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boolean

Member since 22 Aug, 2012

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