newt's Recent Forum Activity

  • You know there is a search function for the forum.

    There is also Google it helped me come up with this..

  • First add the object, and a window will pop up, or double click the object in the panel.

    You then click the button at the bottom to "add period". Each period has a delay, and a start time, as well as with previous, and after. With will start as soon as the period above it is started. After will start after.

    On the event sheet you trigger what period you want to start first and choose what you want to happen within the period.

    This is just the basics, do a search in the forum, I think there is an example in uploads.

    You may also want to check out the timer behavior.

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  • You could also use timescale, as long as your cut scenes don't use timedelta, and the player movement does.

  • perhaps someday someone Could recreate the event sheet editor language to create irrlicht or ogre commands (to continue using python you can use Pyrr with irrlicht), this would also solve the problem of using only directx. i am currently creating a game while learning irrlicht and it would be my suggestion

    As I understand it python cant draw to the window.

  • I can understand when people try to emulate old style pixel type games, but this is just ridiculous.

  • I'll just leave this here....

    http://dl.dropbox.com/u/666516/mousecow.cap

    Note you need the perlin plug

    Warning it eats up ram from the array..., I'll change it to loops later.

    Any way this really isn't a challenge, given the rts, and line of site plugs.

    [quote:33beue9b]In this case, though, Construct does effectively solve the problem for you

    Edit yeah what he said

  • Sagal

    Yeah thats just the intro, Ill put something there later, directions, etc.

    deadeye

    [quote:2oc3siub]but it's kind of hard to tell what you can and can't fly over untill you hit something. Perhaps some sort of visual marker on your hills, like a texture of a treeline, or snow, or something like that to indicate that that part of the hill is too high to fly over.

    Its Mars... not much I can do texture wise, I might change the color filter a bit to compensate. The mini-map is there to help, kinda.

    [quote:2oc3siub]I run into it at the red line, like the collision is off or something.

    There's going to be a few places where its off, because of the way I'm generating the map. What I really need is something less than pixel perfect detection,..... some sort of semi transparent interpolation. I'll see if I cant adjust that a bit more for now.

    [quote:2oc3siub]I agree with PR that the enemies are too hard

    Yeah a little less hp, speed, fire rate, it's all adjustable. Those are basically set up like a mini boss tho.

    [quote:2oc3siub]Also, the sound of the gun is really too harsh, especially when holding it down for rapid-fire. I found it to be a bit grating on my nerves.

    Yeah, a little less volume then?

    [quote:2oc3siub]The AI on the enemy ships isn't bad, but it is kind of odd to see them always pointing directly at the player, especially when the player crosses over them and they flip around suddenly.

    It'll make more sense when I add some more particles for boosters on the sides. There's an issue with custom movement where you cant pick individual object multiples with the behavior expressions, IE get speed etc. Dunno I may have to loose the behavior and make my own events up.

    Thanks for the input all, keep it coming.

  • Thanks!

    I wanted to have the craters in it so I couldn't have negative z's, plus I was thinking of possibly adding ground units, and they would have to be on a flat surface. I have been toying with the possibility of having some negative z's along with some flat areas, and I could possible make some craters via heightmaps as you suggested, but getting the texture just right is a pain.

  • Might be uber cool for some background, and effects... o-0 explosions.

    Any chance of collision detection?

  • A quick little look at my current project Terra red.

    A top down shump, arrows to move, shift to shoot. This will be the first level, with level ups, and different maps. Then hopefully I'll add joypad later.

    The story line is basically protect or take an area that is being terraformed on mars.

    http://dl.dropbox.com/u/666516/terrared.exe

    Music is by Sum-1 album: Mechanical Monkeys, song: March of the sybots.

    Not sure if I will keep it, but for ambiance its pretty darn good.

    Im still getting one error I cant quite nail down. Im not sure if its a rotation thing, or custom movement behavior... probably a bit of both.

    Suggestions, thoughts all welcome.

    Thanks

    newt

  • You do realize that the code does not translate BACK from text right.... You cant copy text and make it events.... I find it better to actually draw my code rather than type it...

    That would be interesting if you could do that, but I bet there would be some issues with unknown objects, behaviors, pv's, etc

  • Can't seem to get this to work. I'm trying to make an object go to a certain spot on the map but first it goes to several other parts. I tried:

    If [condition],then go to waypointA

    -->on arrived at a waypoint, then go to waypointB

    --->on arrived at a waypoint, then go to waypointC

    etc.

    But what happens is that it seems to circle around waypointA only which means, it not going pass the other 2 sub events.

    Events only cover one tick. In other words you cant give it more than one place to go in one tick. You'll have to add separate events, with a specific trigger for each waypoint. You might even consider the timer behavior, or timeline object.... function perhaps.

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newt

Member since 12 Nov, 2008

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