Rhindon's Forum Posts

  • eli0s - Me, too. Namely, I hope it's an idea that's easy to implement (unless that's what you meant by feasible).

    Some other ideas:

    • Allow independent views of layers. If the main editor only shows one layer viewable, the thumbnail can show all layers so that the user can see the "final" product without having to switch layers viewable back and forth.
    • Depending on space used/available when one thumbnail is active, perhaps have a second or third thumbnail for other layouts.
    • Similar to Idea #2, have multiple thumbnails open for each individual layer in a given layout. (This may or may not actually be a viable idea, but maybe it could work).
    • Pop-out thumbnails which are resizable (similar to how MS Paint thumbnails work).
    • Zoomable thumbnails. If used with the multi-thumbnail ideas, have different zoom perspectives for detailed and overall view points.
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  • Thanks, I've made a few suggestions over the last few years that, with good reason, Ashley declined. (No doubt, he has a full plate already.) Hopefully this proves to be a viable suggestion. I want to help make C2 the BEST(EST-ER)

    Speaking of "Clicks", it could be useful, too, to be able to click in the thumbnail and have the main layout view auto-scroll to that point. Again, very helpful for larger layouts.

  • A very helpful feature I'd like to see is an in-editor thumbnail or mini-map of the active layout being edited. To the right of the options in the Home/View/Events tabs, there is a lot of unused space where the thumbnail could go. For editing the layouts, it could be very handy to have a small window that shows the overall look of the layout without having to zoom in/out of the layout all the time. For larger layouts that would look to small to view in such a small window, a click-and-drag option in the thumbnail could give an easy overall view.

    How does that sound?

  • That just caused it to disappear...

  • Is there a way to get the camera to zoom in/out for only specific layers? I'm trying to get all the layers except for the HUD to be affected. Any suggestions?

  • Ashley - AH! That makes sense! I think I can figure out how to isolate those values... We shall see anyway. LOL Thanks for your help.

    (PS - Loved your podcast with the C2Podcast show. Thank you for making the time to do that. I'm looking forward to C3!!)

  • Ashley - That makes sense.

    So, when you say the difference between the object angle and the moving angle, if the object is facing 90*, the Drift Recovery is basically the rotation per second for the moving angle to equal the object angle at 90*? Correct?

  • First, let me preface this by acknowledging I do not fully understand just how the Car behavior works. So this request may come across as odd...

    Right now, we only have two event checks: Is Moving and Compare Speed. But these do not help me much regarding the other mechanics of the behavior. I namely want to check for the moment the behavior engaged from a normal turn into a drift and is in a drift.

    So...

    --> On Drift Begin

    Is Drifting

    Compare Current Drift (again, I don't fully understand how the parameter works... Is this value constant or does the drift work up to this value while in a turn?)

    ...would all be exceptionally helpful event conditions.

    Another couple of event checks that could be useful are

    Is Accelerating

    Is Decelerating

    I realize there's a monumentally huge list of to-do tasks. So please know that I submit this just as a request. Thanks!

  • NEW UPDATE 11/9/14

    Selectable levels and a few new features!

  • NEW UPDATE: 11/1/14

    Play a "full" game.

  • Wrangler - That I am, man. Still trying anyway...TRYING... Heart-talk for just a moment, it's been rough. I'm still that newb-of-indie developers. BIG dreams...LOTS to learn...HUGE, FRUSTRATING struggles to make it all a reality. Anyway, I'll see this through and deliver.

    And I look forward to catching up with you! Just message me when you get the chance. Unless I'm at work, I should be able to reply most any time.

  • Beaverlicious - Thanks! I surely will see this through.

    Ed and Daniel are indie dev buddies. They've been helping to guide me as I grow in my craft. And Ed graciously allotted space on his server account so I could upload my game. Someday I will get my own so I can use my own "company" name.

  • TITLE: Tap-N-Bop

    Genre: Carnival style

    Platform: Android

    Challenge: 4 levels of difficulty

    Remember Whack-A-Mole from the carnivals? Or how about Whack-A-MOUSE from Chuck-E-Cheese? I'm aiming to bring my own spin to this classic arcade game to play right on your phone! Unlike your garden-variety whacking, though, there will be a handful of power-ups (and downs!) to make things a little more interesting.

    A giant mallet!

    Snowballs!

    And even a "bullet" mallet!

    ...just to name a few.

    Tap-N-Bop will feature four levels of difficulty, which includes just a few targets to bop...up to TWENTY! Various targets will pop-up and retreat with different speeds and some will even take several bops to beat! This ain't your daddy's arcade game, folks!

    UPDATE 3: 11/9/14 - Tap-N-Bop - http://elf-games.com/mmiller/tapnbopdemo

    The "full" game is now slightly more rounded out! Select your difficulty level and start tapping! Then choose to play the level again or select a different one. While the foundation is still being laid down, TnB is playable and hopefully you'll feel a tinge of challenge beginning to come forth.

    Once again, the game is best played via your phone, but still accessible by your PC.

    This build includes:

    • Five levels with an increasing number of possible targets each and less time to reach the point goal. (This will eventually morph into the level of difficulty mentioned in my overview of the game above.)
    • The more targets you tap, the more frantic things become.
    • Targets shake a split-second before they disappear - don't miss that extra point!
    • Point goals to reach to complete the level (not yet fully implemented).
    • A special message to a young friend at the end of the level!

    ==========

    UPDATE 2: 11/1/14

    Still so much to add and refine, but the game now plays in a full circle. Tap all the targets to get the best score you can, and then, when it's over, tap a simple button (temporary feature) to start over. For an added little visual, every tap will display the reward or penalty.

    • Play a "full game"!
    • Score points by tapping the green circles!
    • LOSE points - or even precious seconds - when you miss!

    ==========

    UPDATE 1: 10/29/14

    This is just the beginning...

    For the best experience, load via your mobile browser.

    This build includes:

    • Setting up the foundation for the game play.
    • Getting the basic targets to generate.
    • Destroying the targets based on time-out or on tap.
    • Displaying the score and timer.
    • A little "pizzaz" when the target is tapped.

    Nothing too flashy yet, folks. I hope you'll stick around for more! Thanks!

    BIG thanks to Ed Farias ( ArcadEd ), developer of the amazing fun Hungry Hal (for Android and iPhone!!!), and Daniel West ( ), developer of the upcoming platformer Airscape: The Fall Of Gravity, for their continued support, encouragement, and guidance as I work my way closer to the big leagues!

  • UPDATE: GETTING PHYSICAL

    With help from sqiddster, maker of Airscape: The Fall Of Gravity, I'm working on adding physics-based driving mechanics! Aiming for some very high-quality driving experiences here, folks!

  • NEW! Playtest the initial fruits of development. MUCH work to be done, but this is to give an idea of what's to come. Controls definitely need to be adjusted, of course...