spacedoubt's Recent Forum Activity

  • Those Trump and Hillary caricatures are hilarious!

  • I see you've solved your problem, but here's a little info for ya, anyway:

    If the 'Family1 is on Layer 5' is necessary, you just need to add it to the touch condition (as in 'on touch Family1 AND Family1 is on layer 5). You could also put it as a subevent to the touch condition.

    Triggers shouldn't be used in subevents. Nor should they need "trigger once" added to them.

    EDIT: I wouldn't get in the habit of setting text every tick if you don't have to, it can really slow things down sometimes..

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  • I'll keep your secret, but I'm stealing that... a single flowy synth chord is such a powerful way to open a game.

    I got a couple punk kids stealing all my time too, so I can relate to that.

    I don't really have anything in mind, per se, but it's because I have so many things in mind, I can never narrow it down. I'm not particularly interested in doing something that one person is capable of, so I just end up in this feedback loop:

    Get hugely over-scoped idea.

    Realize it's way too much for one person.

    Attempt said idea, anyway.

    Create a little.

    Learn a little.

    Get really overwhelmed.

    Give up.

    Rinse.

    Repeat.

    It's not fruitless, though.. at some point, all these little pieces of games are bound to add together to make SOMETHING.

    Lately I've been toying with isometric world builders.. Building some toolset-type stuff, I guess. and been digging into procedural generation.. I like creating moods, limited inventories, logic puzzles in non-puzzle games, and most of all, enabling others to create. and also, long walks on the beach..

    You do moody pleasant so well, but I am interested in this batshit crazy you speak of...

    Am I wrong, or do you take a bit of inspiration from supergiant games (bastion/transistor)? I think I commented that once on one of your LD games. I'm a huge fan of supergiant's stuff.

    I think I'm rambling at this point...

  • I'm way behind on my ludum dare-ing...

    Giving it a play! the atmosphere is fantastic. that synth sound is awesome. Am I wrong, or did it just hold 1 note for like.. forever? Genius. and then all the sudden it picked up.. got all dancey. I'm loving it!

    I tend to like your work.. I remember that one you did a while back.. rift knight... you have a way with satisfying controls. I love the little zippy teleport thing on this one..

    Anyway, super nice work!

    EDIT: PS I've been looking for people to collaborate with. I'd love to work with you on something sometime if you were interested.. you can see my random creations here:

  • if button is clicked AND random(100) < 50 then turn the bunny blue.

    or you could do

    if button is clicked AND choose (0,1) = 0 then turn the bunny blue.

  • My internet comes from some weird hacky program on a rooted child's tablet connected to my computer by usb all through a 3g phone's wifi.. let's just say, I'm patient when it comes to loading.... (did that intro scare you?).. it loaded up superfast. no problem. sounds played. looks good to me!

    Also, as a musician, I can't stop playing with it. Same thing happens when I find toy keyboards...

    This is just my random opinion, but, I assume you left out the sharps/flats for simplicity and learning.. but then why start on B? with the minor second and all.. why not start on C? a key which has no sharps/flats anyway?

  • when something has the bullet behavior, it's not actually moving forward. it's more like teleporting forward however many pixels every tic (speed). so if it's moving 1200 pixels a second (isn't that the measure of the speed? pixels per second?), that's like 20 pixels per tic it's 'teleporting'. so if in a tic, your ball moves 20 pixels and that 20 pixels is enough to clear your edge boundary, then when the collision check happens, the ball is already on the other side of the edge.. so as Rable said, you can use invisible edges to make sure your boundaries are big enough to keep that from happening.

  • one of the effects will do this. probably the rgb one. someone will probably know better than me. and then they'll say. but I'm pretty positive it's doable with an effect.

    EDIT: I ended up needing to figure this out.. so I did!

    The Tint effect set to

    R: 0

    G: 100

    B: 100

    will filter all red from a sprite (and can be used for other colours too, by tweaking the settings, if that wasn't obvious..).

  • newt yeah, I haven't tried anything movement wise (honestly, I have no idea where I'm even going with this. haha!).. The only reason it's even there at the moment is for looking round at the tiles..

    LaDestitute Thanks for confirming what Hasuak said.. I still can't wrap my mind around it.. They seem very different to me.. but if I'm the only one who sees it that way, then I can use all the tiles - 'realistic' or otherwise.. so I'm not complaining!

    Thanks everyone for the responses!

  • Hasuak That's interesting to hear.. I might only be seeing them as so different because I know how different they are.

    The first ones were made in paint. The realistic ones are just google searched actual images of things...

  • So I got this infinite isometric world thing going. Besides the fact that I just want to get on here and say "Look what I made!!", I'm also curious as to which sort of tiles people enjoy most.

    I have two versions up. One with pixel-art style tiles and one with more realistic tiles (neither is final.. just testing).

    http://procgen.bitballoon.com/

    http://procgenrealer.bitballoon.com/ (movement speed is way higher on this one, so don't forget to stop and smell the roses, so to speak)

    (look around with arrow keys, or refresh to see other tiles)

    So I'm wondering.. which do you like better?

    I like them both quite a bit, but I think they lend themselves better to different kinds of games.

    To me, cartoony = RPG and realistic = RTS. If you can, convince me otherwise.

    So yeah.. curious and the thoughts, ready, go!

    Thanks!

  • Many games have infinite layouts. Endless runners like Flappy Bird, for example.

    So that's why.

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spacedoubt

Member since 15 Jul, 2014

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