deadeye's Recent Forum Activity

  • Hmm, not sure.

    For physics, I think the answer is definitely yes.

    For other behaviors, I don't really know. It's not like the behavior knows whether or not you've put stuff into the game to collide with, so it's got to check for collisions. The question is, are the behaviors smart enough to skip that if you've selected "None" as the collision type? I suppose only a dev could answer that one, otherwise you could do some tests on your own.

    As for moving your own sprites around without behaviors, I'm pretty sure the only time they're checking for collision is when you tell them to in events, so it wouldn't really matter if you're not colliding them with anything.

  • > Their games always look great.

    > eah thats the problem with games nowadays.

    Um... have you actually played ICO or Shadow of the Colossus? They're two of the greatest games ever made, in every regard. Not just looks.

    And this one look very promising . I have no doubt it will be equally good, I trust that Team ICO knows what the hell they're doing.

    Too bad I don't have a PS3

  • So will this installation mess up or overwrite the previous version installed?

    No, just designate a different folder to install to.

  • Your image isn't working

    vvv Oh there is it. Looks good vvv

  • I agree with Davio, do what he said.

  • That's pretty sweet, and yeah I definitely see the potential

    I put a grass texture on the grass and it looked pretty badass. It's very accurate in regards to how it lines up with the Z sorted sprites.

    The overlap is kinda funky what with the player being always in front of the house and rocks, even if he's behind, but I'm sure that can be fixed easily.

    Good work

  • Ah I see what you mean, the texture was repeated inside the 512x512 image I was using. I cut it down to 256x256 in GIMP. I thought you meant that I had some setting wrong in construct lol

    Yes, that's what I meant

  • As far as I know, distort maps are purely cosmetic. If you want funky shaped platforms, you will have to have funky shaped shapes to start with.

    Perhaps you could make a system where you create the shape you want with the distort map, and use that as a guide to place invisible, solid objects at the distort map points and rotate/scale them as needed to cover the area.

    Or you might be able to work something out with pasting the distorted image into a canvas and using the canvas's collision mask. Just keep in mind that large canvases are memory hogs.

  • No, there's no Flash import... but if you want an animated logo you could either use a sprite animation (depending on how big it is) or you could manupulate objects in the layout and event editors to animate your logo screen. Similar in method to Flash, I suppose, but without the timeline.

    Though there is a Timeline object that might help you sequence the events of your animation. It's rather different to what you might think of when you hear the word "timeline" though... it's not a visible row of frames at the bottom, more like a spreadsheet type thing. Play with it a bit, you'll see what I mean. And there are a few examples of how to use it on the forum hanging around.

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  • > Waiting on Construct 0.99 before any major additions are made to the game... for now I will work on GUI and other graphics.

    >

    > Don't expect to see anything of significance for a little while.

    >

    > Also, I WILL update the content sumbissions soon... I'm just a little "lazy" just at the moment lol.

    >

    > ~Sol

    >

    ~Sol

    ~deadeye

  • Yeah, the old way would be pretty necessary if you're zooming the layer in order to fit a certain aspect ratio or something.

  • Platform School mostly works, after changing all the controls to Player 1. But there's some kind of strange collision bug that pops the player to the top of a wall sometimes. I'll try to reproduce it.

    Vert, on the other hand... wow. It's totally screwed. The rendering, the collision, the rotation, everything. Objects are disappearing and reappearing, it won't rotate right, textures inside of Tiled BG's lose thier textures, and everything is generally whacked.

    Here's what it's supposed to do:

    http://dl.getdropbox.com/u/529356/Vert%20Proper.exe

    And here's what it's doing when built with 0.99:

    http://dl.getdropbox.com/u/529356/Vert%20Mess.exe

    You can move around and stuff, you just can't see the player until you move a bit.

    I'll try to recreate all this stuff and post some bug reports.

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deadeye

Member since 11 Nov, 2007

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