gaboduarte's Forum Posts

  • I loved it... I'm starting to enjoy Shmups

  • That's good news!

  • I liked it!

    It sure need polishing, but as a prototype this looks very promising!

    Good job pikus!

  • I'm working on another project and noticed Azu's same issue. It's happening on both Linear and Point displays, but it is much more noticeable on Point because I'm working on pixel art (Mini-Wars! ).

    I was making a screenshot of this, and when I returned to the layout editor, it was fixed!

    Looks like changing windows (reloading textures?) sometimes corrects this, but I'm not sure.

    I'll try to post a screenshot on the Bug Tracker.

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  • I liked the gameplay video!

    The mechanics are already known (I'm prototyping a game like that myself ), but I liked the character animation and effects!

    Also, those bugs look deadly!

  • First! Mwahaha

    Now let's see...

  • Hey guys! Create update!

    The Z elevation is so cool!I'll think of something to use it...

    Yet, I've run into a strange, simple... bug?

    On this new version, if I simply create a sprite and then rotate it on the editor, the sprite gets misplaced on certain angles.

    Is this happening because of some new feature?

    It was my first attempt at creating something on 0.99

    //EDIT

    Another bug report (but I guess someone already mentioned it): I imported a .cap from 0.98 and the player controls weren't working. I went to the events and found a "Player %1 "Run" is down".

    The "%" symbol was messing with the event, but simply double-clicking it and pressing Finish got it corrected.

  • That's great news indeed! Thanks Devs!

  • Hi! Welcome!

    Wow, that is a cool animation system, It's the first time I've seen the true power of this behavior!

    I'm still unsure if I use it on my game...

    Great work man!

    Could you post the .cap so we can all learn your procedures?!

  • Hey Rich, thanks for replying.

    My website is currently down, so I had to use rapidshare for this 13kb file

    The file has some of my tests that I previously talked about separated into Key presses

    Edit** Hang on... I did some stupid stuff, I need to change the cap

    Edit2**

    Here... the file's updated:

    http://www.willhostforfood.com/access.php?fileid=66272

    I managed to get the dialogs running using "On Period Begin"... But this method is no good: Doing it like this, It would be better to type the whole sentences on the event sheet

  • Hi guys!

    I've been prototyping my game for some time now, and the last feature I want to implement is a fine dialogue system. I used Rich's very simple design to load my strings into a Hash Table as a start, but I could go a bit further because there seems to be a problem with the Timeline object

    Rich's Dialogue method:

    So...

    I was trying to use this method along with a timeline object to create a time progressing (unskippable for the moment) talking.

    I wanted to use parameter 1 to indicate which character and expression - "npc1angry", for example - and parameter 2 to indicate the key at the hash table - the line NPC would say.

    However, if I try to use:

    Always --> DialogText: Set Text to HashTable(Timeline.Param(2))

    ...I get a "O" (zero) at output.

    * I tried to use "str()" on different parts of the that line, but nothing happened.

    On another test, I used:

    On period "period1" begin --> Set Text to HashTable(Timeline.Param(2))

    And I still got ZERO

    Do you think this is some kind of bug? What could be wrong here?

    BTW, using " HashTable("Line1") " returns the text perfectly, so this is probably something with the Timeline.

    Thanks for the help!

  • I've started a translation for brazilian portuguese. I intend to create a class for game making at my mother's elementary school using construct to make those little children gaming dreams come true

    Just asking, but is Construct fully translatable right now?

  • How cool is that?!

    Hahaha Loved those enemies (RISE FROM YOUR GRAVE!)

    Gameplay is well balanced, great for a first game!

    I like how simple it is: Limited "bullets" and all.

    Congrats, man!

    Thanks for sharing the .cap!

  • I never did manage to get this fully working...

  • Cool!

    I was trying to do something like this, to create a frame strip, but lacked the knowledge to do it.

    I've come up with a good solution for reusing frames on animations, an alternative for big size sprites. Using the timeline object for scripting the animation and adding parameters.

    Here's the link, if you wanna check it out.

    Use the download link at the bottom, the first post link is broken.