DatapawWolf's Recent Forum Activity

  • Even a "no" would be nice. I thought this was a decent and reasonable question ask, hahah.

  • Pretty simple question, not sure if any answer will be quite so simple.

    Basically, I have a nice little actor sprite object and what I would like to know is if it is possible to import a whole animation into said object.

    If not, I don't see a huge deal in it. I just would like to know because I want to keep as little project data within the project files as possible, and rather store information about the game (animations, stats, actions, & etc.) in JSON files that I or project members can edit without having to delve into the project itself.

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  • > There's this, which has a large number of examples & tutorials:

    >

    > Don't know when it last had stuff added, but maybe Kyatric would add to it if there were new suitable tutorials &/or examples.

    >

    where have you been till now!? lol searched for this for ages! (forum is suchs a lard sea)

    And I have to agree with Kyatric myself. There's no point in a whole bunch of random files thrown together because, most importantly, they are being taken out of their context.

    Now on the other hand, I think it may be beneficial if someone took these examples, annotated them to be readable, and placed them in a forum thread rather than a tutorial. Make it a community effort instead of a dumping ground. That way we can have a good source of example files that are useful to pick up and go, and have context for what they are trying to show to the average C2 user.

  • So one thing I noticed, every level I played told me I was on Level 1.

    Would be nice if the music was quieter.

    Shouldn't be able to mouse-over any buttons while a level is loading.

    Would be neat to warp in at a random place.

    Next level button should move to the next level instead of the level selection screen.

    There's not much of a direction during levels, or real danger. I simply turned towards the boss and shot until I got through his shields.

    Opening radio sound byte hurts at normal volume.

    Maybe consider limiting rate of fire? It's really easy to spam the lasers, and no real reason not to. I could just rig up a macro, hahah.

    Shooting star things on the level selection is kind of confusing. They look neat but are reeeally distracting.

    Levels do not seem to save unless you hit "next level"? I went to the help screen and it didn't save completion of the first level.

    Yeah, those're my quick thoughts and such.

  • Think of it this way, if you have a number:

    3.14159265359

    If you want to trim down the precision of this floating point number, what you do is fairly simple.

    Let's say you want only 5 decimal places, you first multiply this number by 1*10^5, or, 100,000:

    314159.265359

    Now you round it to the nearest whole number with the round operator.

    314159

    And finally divide it by that same 1*10^5 (100,000):

    3.14159

    And voila, you have trimmed off a few decimal places. You can even do this all in one handy equation:

    (round(3.14159265359*100000))/100000

    If someone could only clarify whether or not the float() operator needs to be used. This above is a pseudo implementation, but in theory that's exactly what you would do to trim your precision.

  • One prototype took me a few long days, and I haven't done much with it since. The math involved and rewriting array-use to dictionaries was a big challenge.

    Otherwise, I generally take games one mechanic at a time, which equates to about 1-6 hours of work, and that wide range is because it depends on focus and complexity, usually.

  • Tom it's working for me! Been logged in for a while now.

    Tom any news for the people, who downloaded on the one million day, if they will be getting their badge?

    hey announced a while ago, if you downloaded within 24 hours of the millionth, you'd have your badge by now.

  • Since the James,

  • Haha, the audience looks great man, retro fever! The characters, though, will be nicely animated. I will have to get someone to do backgrounds, probably.

    Also that looks awesome!

  • Here's my work in progress, which is a reeeeally rough test of my ability que manager. :3 Basically I feed it numbers and it'll act accordingly, looking through each of my actor objects to see if they have actions to do! Right now this is a test feed of a basic attack. Nothing shiny yet, but it's a start:

  • Ashley, aaaah, I see! And I actually built this piece by piece following the multiplayer example, instead of trimming. I must have missed the event by confusing it with the instance variable syncs.

    Thanks! I will keep this in mind in case anyone else makes the same mistake.

  • There will definitely be some improvements, especially on the content

    I just want to say again, that everybody is welcome to write an article or showcase his or her game to me. This should be a community driven thing

    Btw, I did enjoy the article. I wasn't sure at first if I was gonna skim through or read everything but once I got into it I pretty much read everything. Nice work!

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DatapawWolf

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