Katala's Recent Forum Activity

  • Didn't know about this longer version. Thanks for the link.

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  • Found a bug on 1.1.0

    Missile doesn't block the laser.

    Also the orbs still don't always show correctly on the map.

    Also waiting the release!

  • Also I would suggest Yanns video tutorials.

  • Set Sprite font text => zeropad(Score, 6)

    I would suggest to look trough all system expressions.

    In my opinion something like Counter object is useless when it is easy to set up how you want it yourself and you get more freedom as well. Also that object should then be maintained when it is basically same than Sprite font with few variables.

    On Construct 2 things tend to be more multipurpose and I think it is more intuitive approach.

    [quote:3c17s2be]I figured you'd say something along those lines, but really, having to set the tens, ones, hundreds, thousands, etc seperately is pretty dumb.

    True when you don't need that and I would say you never do. Not sure if it was asked somewhere, but I might be wrong.

  • If you set some sort of id variable to those Sprites like "tens" and "singles" and use something like.

    For tens Set frame => floor(Variable/10)
    For singles Set frame => Variable-(floor(Variable/10)*10)[/code:pe90e2e2]
    There might be simpler formula, but that also seems to work ok. Variable is the number you want to show.
    
    Although I would only use this if you have some really wacky way of showing the number and otherwise I would use Sprite font.
    
    If that doesn't take you anywhere I would suggest posting on How do I forum. For example how do I make interface like in this image.
    
    Personally I don't know what something like interface object should do. Isn't it quite broad concept.
  • Some additions

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    Most memorable part is the cannon loading animations

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    Last trailer that got me hyped.

  • Unfortunately I might not have enough time. Maybe I squeeze something in 12 hours or so if the theme is fun enough.

    Also if someone is going to stream it would be nice to have link here.

  • To import gif, right click on animation frames window and select import frames and select your gif file.

    To show number on Sprite you could set the number images to frames, set the animation speed to 0 and just set animation frame from value. Note that you just need frames from 0-9.

  • Very nice thing you have going on here. Would be nice to contribute something to it, but I understand if it gets too complicated if there are lot of people putting something in. I was thinking mainly on the logic side.

  • megatronx [quote:1znkqmg3]When you have more, let me know, and I can make you some killer soundtrack for it.

    Really? That would be great. C&C games are my main inspiration . However I think I'm going to mainly concentrate other, a bit more simpler game for a while. All my projects tend to get somewhat complicated. So it might be take some time.

    Also I know next to nothing about this Dune game, but the soundtrack is quite awesome.

    http://youtu.be/HJgdp4uhSbs?t=1h30m38s

  • Copons I think that method should be good for city builder when you basically have to set that position only ones for buildings and you still have that easier space to work on the logic. If you are planning more of a simulator, I would guess the isometric projection is one of the easier things to do. It was discussed somewhere in the forums that if you are planning to make cars as "agents" something like in Simcity you don't necessarily have to calculate the paths again every time, but store the notes and then just use them and build sort of path node bank as the game progresses. Also if the cars aren't overlapping the buildings you would't necessarily have to constantly check the z order.

    Well maybe I'm getting a bit ahead of myself I just have thought about something like simcity before when the new one was what it was.

    Indie Game: The Movie was very interesting and inspiring indeed. Also I would say games like

    Castlevania 3 (Basically only you and your whip, memorable and hard bosses, challenging in general, would say it is a platformer strategy game) Doom (simple action, but not too simple)

    Contra (challenging 2d tactical action made well)

    original X-Com (good balance of stragedy and management, would say Xenonauts took maybe a bit too much away of the management side)

    Mario games (basically source of almost all platformer mechanics ideas)

    Diablo 1 and 2 (Story and atmosphere. Also character building at least as important as loot)

    Dark Souls (No hand helding or even shoulder to cry on. Challenges seem impossible at first. Also interesting story telling)

    Unreal (I think it is a

    adventure FPS in interesting world. Also the AI was quite unreal at the time)

    Startropics (Game keeps you constantly on your toes by introducing new things and traps)

    Tales of Phantasia (Something new to old JRPG battle system. Also good music)

    Morrowind (First openworld rpg I have played. It was just the thing what I was hoping when it came out)

    Rune (very long adventure with good combat)

    Severance - Blade of Darkness (More in-depth combat)

    Minecraft (Specially the technic pack part would make exellent game. Loads of clones and I don't know anyone to realize this. It was lots of fun to build and design automated harvester/planting machine)

    Hexen (Someday I will make that Hexen, Quake, Diablo, Chivalry action RPG with multiplayer and dungeon editors )

    Chivalry (Above)

    Dust: An Elysian Tail (Nice to look, I would really like this If there would be less fur and enemy juggling. Only one man (:\P )

    Insanity's Blade and Dethlands (I also would like to try this type of gameplay again)

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Katala

Member since 31 Jan, 2013

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