deadeye's Recent Forum Activity

  • I meant same as you would push the magical red x and start playing again from the beginning. There's just too many variables to set them all to original values at the "Game Over press space to continue".

    Ah, I see.

    Well, currently that's the only way to do it, unfortunately.

    Actually... I suppose you could Quicksave at the beginning of your game when it first starts up, then use Quickload to return to that state. I haven't used Construct's built-in save features much, but as I understand it it's akin to a save state for an emulator. I think.

    If your game is big on memory resources you could save/load from disk. I don't imagine it would take too much time to restore. You could hide the load time with a fade transition or something to a blank, black layout if it's got a noticeable lag.

  • Eh, you're probably right. Okay, then... if it can't be done for PV's I still think it would be a good feature to have for globals.

  • As of right now (in the US at least) googling "construct" not only ranks the Scirra site as #2 (second only to Merriam-Webster's definition), but it has one of those indented sub-results underneath it as well to make it stand out. Also, there's another listing a little further down the page, so that's three spots on the first results page.

    Googling "game maker" unsurprisingly only returns results for Game Maker, but "open source game maker" kicks back Scirra as the #1 result .

  • I think this would be a useful feature, both for global and private variables.

  • Reset it how? As in, start the level again? Start the game over again? More information is needed here. What needs to be reset? Score? Ammo? Lives? Enemy placement? Bananas?

    Also, what have you tried in order to reset your game? It's easier to help out with a method that doesn't work than to come up with something from scratch that might not even fit into your game.

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  • One question though... Player is not fixed while hanging. How can I fix the player when he grabs on a surface?

    I don't know what you mean by "not fixed." Could you elaborate?

    Hey deadeye i've done something equal to yours in my game but the problem i have is with moving platforms , how can i make catching and hanging on a vertically\horizontal moving platform ?

    You could give your player a PV that holds the platform's UID. Then update the player's position manually each tick relative to the platform's position. If the platform moves two pixels, set the player's position to position + 2, etc.

  • So fix it

    It's not anything that can't be corrected with further eventing.

  • Those are some impressive demos you have, especially the shooting demo. Very nice.

  • i want to make that the sprite moves every 64 pixels

    How to make that the sprite moves smoothly and on the same number of pixels?

    Does this work for you, maybe? http://dl.getdropbox.com/u/529356/gridmove.cap

  • Something like this?

    http://dl.getdropbox.com/u/529356/ledgegrab.cap

    Fall against the ledge corner while pushing towards the wall to grab it. Press Jjump to hop up onto the wall. Press Down while you're clinging to the ledge to drop straight down.

    If you need comments on it I can do that, but it's pretty simple so you should be able to figure it out. Also, it's just a very basic example. It will need some polishing up, and obviously you'd have to do the appropriate sprites for it.

  • It won't affect performance at all. You can spawn/destroy hundreds of objects in a single tick with no performance issues.

    Since you have to have an object in order to spawn an object, that object has to exist somewhere. Sticking it outside the level is just a way of getting out of your work space. You can stick it on a different layer and hide/lock the layer if you want.

    Or you can put that first monster in your game level where you want it to appear, and just don't destroy it. Then use spawning objects, or an array, or an .ini, or whatever to create the rest of your monsters. It's entirely up to you, that tutorial just shows one way to do it.

    Or if you really want to you can just copy/paste your monsters all over the place in the layout wherever you want them. If they have more than one piece, though, it's easier to use spawn points, so you're not copy/pasting several objects and placing them all just right.

  • Nope.

    But you can fake it by making your own physics particle spray. Just spawn lots of small physics objects. Just be aware that lots of physics collisions at once are CPU intensive.

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deadeye

Member since 11 Nov, 2007

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