Kyatric's Recent Forum Activity

  • First thing first, a bug preventing execution in runtime.js

    exps["TurnRate"]

    Corrected code:

    exps["TurnRate"] = function (ret)

    * There is no valid icon for your behavior, that's a bit of a downside ^^

    You have to put a valid 16X16 icon. That's really a plus and you could use a retro asteroid sprite.

    * The parent sprite doesn't warp (even when I add the warp behavior before, or after spaceship). In my memories, the asteroid ship did warp :P

    You might have to adapt the plugin so that warp might work with it.

    Apart from these points, this is a good job and a nice addition to C2.

    Keep them coming. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • You mean:

    [tube]http://www.youtube.com/watch?v=tnboAnQjMKE[/tube]

    [tube]http://www.youtube.com/watch?v=BwQBRrjDEpE[/tube]

    [tube]http://www.youtube.com/watch?v=_CCZIBDt1uM[/tube]

    [tube]http://www.youtube.com/watch?v=n2qkne-EOG8[/tube]

    ?

  • Indeed.

    It is the way it is supposed to. Off turns the collision off, and custom requires you to set the action "Add pathfinding obstacle" for it to make a map of obstacles.

    Source: Scirra wiki

    A must read

    Have fun :D

  • Very nice UI.

    And I can use come of this exported images <img src="smileys/smiley1.gif" border="0" align="middle" /> Cool !

    Sometimes though, when I'm draging a slider, the on drop doesn't seem to be taken in effect, and so, even if I released my mouse button, the slider still follows the cursor.

    Dunno if it can be modified, or even if it isn't another trick from my defiant mouse (it could be, she has a lot of character).

    Good job !

  • Oh right Newt. I remember making some script to render different point of view around an object (a sphere).

    I don't know about animation (other but cam movement) in povray though. Yet, this is a non-expensive solution and pretty easy and highly reusable once you set your first script :)

    Good point !

  • Containers will pair objects together in such a way that if you spawn an object that is member of a container, all the other objects of the containers will also be spawned and paired to the current object (you don't spawn each object individually).

    It eases some picking issues.

    You also have the pairer object which is a plugin that helps you pairing two objects together. But I think it is limited to only two.

    Construct-Classic is fairly documented in the wiki as well as in the forum (you can search specifically in the category Construct-Classic).

    I hope this covers what you are looking for.Else, don't hesitate to ask in the CC part ^^

  • What about my question of WebGL games running in exe files? >_>

    WebGL isn't designed to be run into an exe file.

    It is an extending javascript library from Google that's interpreted in their own browser Chrome. (WebGL definition on wikipedia)

    So unless your exe is a javascript-interpreting browser, there won't be WebGL in it.

    For your other question, in two years, browsers interpreting HTML5 will have evolved, maybe HTML6 will even be around.

    DirectX9.c won't have changed though.

    So it is hard today, to give even an estimated benchmark of what will and won't run in two years.

  • DtrQ totally fits the stereotype and is pissed because of that.

    :D

  • Groups/sub event and comments as a way to help breaking down the code in organized parts.

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  • Ok, so after having take a look at your .capx, I see what you mean by "bullet overrides solid behavior" but I can't think of a correct solution right now. I think though, your idea of handling its movement with the "IsColliding" variable is correct, and that you should keep working in that sense. Also, I guess bullet behavior is not the best option, you can do the same thing it does using the action Sprite.Move forward (in Size & position) once you put the angle to player's position.

    From there, in your event "mushy_env on collision with enviro" you could manually change its position alongside enviro.

    As I said though, I don't know if that's a correct solution.

    Considering your question about group objects, are you talking about families ? (another tutorial about families)

    "Families" only are implemented in CC atm, not in C2 (yet).

  • YES GO DOWN POUND GO DOWN! :P soon it's in level with ? and everyone will be happy :)

    Agreed, I'll be happy when Euros are in level with pounds.

    So yeah.

    *joins the popular rumor*

    Go down pound ! Go down !

    <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Another possibility could be : Tiled

    The editor is already functionnal, open source and exports xml formatted files in the end.

    The plugin in C2 that would have to be developped would be based on a xml parser and would recreate the structure depicted in the exported files.

    Might be something to consider, right ?

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Kyatric

Member since 18 Aug, 2010

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