lucid's Forum Posts

  • What I'd love to do someday is make a game similar to this for the iPhone using tilt controls

    that's a really good idea. I mean, it wouldn't be the first game to use the accelerometer to tilt the world, but I certainly never thought to do it with katamari. ok,

    well, first, please post a sample of your art.

    we could make it a world tilting game on pc, or do you think not having the accelerometer would defeat the purpose? It's a little too much trouble to do it, just to do it, but If you're interested in the idea, I can rig up a working world tilting physics model, it might be interesting.

    either way though. I'm really curious to see the art style. and I'd like to at least do one of the music tracks.

    As for the aspect ratio, I think we should make it work in either. It's always annoying when a game doesn't let you use your monitor the way it's meant to be used, you know?

    the art, man! the art!! I wanna see the art!!!

    it doesn't necessarily have to be something katamari related

    I just want to see something you've done.

  • use global variables to store the selection choice of the fighters

    I'm not sure what you mean about the higher%=less weight thing

  • how is it not a solution?

    try this:

    http://dl.getdropbox.com/u/1013446/angles.cap

    type in an angle

    this one only moves clockwise

    and at a steady pace

    but if you wanted it to smoothly slow down,

    and go clockwise or counterclockwise depending on speed

    you could do that with a few extra events/actions

  • for 45 degrees for instance

    if angle is less than 45

    rotate clockwise 1

    it's better if you have a position

    then you can do rotate toward position

  • good stuff

    this is going to be real

    steam sellable stuff when you're through

    if that's where you're going with this

  • it does detect audio volume

    not stuff though

    get peak level

    gives the current volume level, and you can use it in realtime to do cool stuff that reacts to the sound

    it just can't give you any more complicated details of the sound like pitch and such

  • it depends on how jumping works with your character

    can they turn around with 8 direction halfway through the jump?

    can they land on top of obstacles?

    if the answer to both is no

    there might be another way, but you could disable 8 direction behavior during the jumps, and just move your character the way they were already moving until they land

  • 1) Does anyone know how to set an object's angle to a certain degree only with help of "Set Angle" action but no behaviours?

    set angle does set the angle to a certain degree, you just type in the angle you want and it sets it there

    [quote:1h7czqov]2) Does anyone know how to make an object deccelerate rotation if no key is pressed (with help of "Rotate" behaviour)?

    use the mouse keyboard object

    click here

    I don't think there is a any key is down condition, or a way to fake one easily, but this works well enough for the specific keys that you want

  • if you can post a cap file it'd be easier to diagnose the problem

    i'm guessing you're making your own collision thingamajig

    but you should set up the collision statement to work something like this

    -on collision with box
    -pick by comparison - players('zdepth') = box('zdepth')[/code:3kazfhi3]
    
    that way it's checking per player per collision if the zdepth is equal
    you don't want to disable collisions for the box, you only want to ignore them if they aren't on the same zplane
    
    nahmean?
  • You guys want to form a little team to try and make this game? I think it's be great fun and an interesting experiment that could test the power of Construct.

    I can't be nonstop on it, but I could definitely do the programming for it, but if we do it, it should be awesome. do you have a sample of the art you have in mind, or if you haven't decided on a style, examples of possible styles?

    CAP - construct awareness project - we should make it simple, other than glitchiness and level design we're pretty far along actually. I mean, the basic gameplay was there almost from the beginning...i love construct. but it should be 1 to 3 levels for now, but soooo polished it looks like a commercial game, know what I mean? I'm working on a ridiculously huge project, but it'd be nice to finish something in the meantime on the side that has that perfect polish. and although I've seen awesome works in progress, and cool technical demo stuffs, and really great art, I haven't seen a start to finish type project of every length that can serve as a construct business card...this is simple enough to finish in a reasonable amount of time, and it can be fun and awesome looking. once it's condensed to a clean version of itself, it will be an impressive display of the simplicity of programming in construct. a game created on barely more than a screen, that's not just a template generic game? that's unheard of in even the most convenient and easy of game makers. Then we can post vids of it everywhere, and people will come flocking to construct like madmen.

    You'd always have a somewhat blurred canvas center covered with sharp newer objects.

    there's a simple fix for the blurry canvas thing, I think I may have posted in this thread, but I don't remember. it's simple though, so that problems solved

  • You guys want to form a little team to try and make this game? I think it's be great fun and an interesting experiment that could test the power of Construct.

  • I don't think it's a bug personally, though others may disagree. It pastes the object's current texture in, not taking into account other factors like angle. I think a separate option to paste it with options would be a better idea.

    yeah, that would be a better idea, I think both ways could have their uses

  • thanks alot david

    I can't wait for .99

  • I've resized physics objects before with no crashing

    it didn't work when I tried it just now though

    I guess it's pretty touchy

    anyway, for now though if you don't mind the collision mask thing

    you can have a non physics object follow it around

    here's an example with some random emission stuffs

    and growing particles with physics

    http://dl.getdropbox.com/u/1013446/particlephys.cap

    you can store the current color filter for each sprite in a private variable and you could do the color ramp as well

    btw, if it runs super slow on your system, cut down the fade out time on the sprites, it should make it run better

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  • btw, in case anyone was wondering

    it isn't a significant amount of time to check lots of UIDs

    I just made construct check the unique ids of 100 sprites 500 times a tick

    which is a total of 50,000 UID checks per tick

    and it was still running at 400fps

    thanks again deadeye

    this made my day

    man oh man, wait till you guys get a load of what I'm working on