Wigriff's Recent Forum Activity

  • There was a post a few days ago about clouds, and the results inspired me. I was wondering, if I have a top-down (actually isometric) level, how could I simulate cloud shadows passing overhead realistically? What would be the best way?

  • I just wanted to see what other people's approach was. I do the same thing that you do Arima, and I set one small goal at a time. I'll concentrate on getting a menu to work right, or an animation to move properly, and then I'll move on.

    Sometimes, though, there are several features that are interconnected and it makes it confusing on what to tackle first. Sometimes you have to develop features in parallel.

    My biggest problem is when I stumble into a task, and I just can't get whatever it is to work. Beating my head against a desk over a tiny feature that won't work right for a couple of days sucks. I need to learn when to move on from a frustrating problem and come back to it later. After awhile I think I lose all objectivity and I need to come back later with fresh eyes.

  • Don't you love it when you spend forever trying to solve something, so you make a post about it, and figure it out 3 minutes later? lol

    I do this all the time. :D

  • Make a small, invisible box centered in the middle of the carousel. Then make a Global Variable for CurrentSpriteUID, with the value set to 0. Then make it to where when Sprite is overlapping the box, set CurrentSpriteUID to SpriteUID.

    Then on Left Clicked with condition "If CurrentSpriteUID = the UID of the designated sprite," it will take you to the specific URL you assigned to that sprite.

    It will work like this: dl.dropboxusercontent.com/u/172450407/LevelOneSoFar/index.html

    (press Q and E when you are on a tree, and the tree is at 65% opacity. Move with WASD.)

    I have the "purple" box linked to a build command instead of a URL. When you are on "purple," left-click.

  • I voted you guys up on Greenlight.

  • I think everyone here understand what an amazing amount of work goes into making even the most rudimentary of games. That being said, how do you maintain focus during your project? When you have 8 core mechanics to integrate and perfect, and art to finish, and music to think about, and level design to work on, how to you prioritize and keep from getting overwhelmed?

  • : That forest is breathtaking!

  • OneMuppet: I'm sure the controls would be fantastic on a touch device. Once I spent some more time with it I became much more adept at navigation with my mouse/keyboard though. It looks fantastic though. I can't wait to see it polished up. :D

  • Look at the Diablo style movement example. It could probably easily be modified for shooting.

    Capx: dl.dropbox.com/u/23551572/C2/diabloLikeMov.capx

  • Bump. I haven't been able to make any progress with this, and I'm out of ideas. Any help would be appreciated. :D

  • That looks fantastic Zantium!

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  • I have made some progress with the menu system I posted about yesterday. I have a new problem though.

    When you hold down Q or E the menu carousel turns, but I would like to make it to where the menu rapidly spins to the next icon and stops when you press Q or E. I can't figure out how to do this after about 4 hours of screwing with it. Can you possibly help? :)

    Here is a link to an example (hold down Q and/or E to activate the menu)

    dl.dropboxusercontent.com/u/172450407/Carousel/index.html

    And here is a link to the capx:

    dl.dropboxusercontent.com/u/172450407/menumania.capx

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Wigriff

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