deadeye's Recent Forum Activity

  • It's a known issue, transparency for the icon is currently not supported. According to the devs, more options and support for app icons is in the works.

  • Oh man I just found out that enemies can drop treasures... I guess I'd better get better at combat

  • Sweet game, man. Very slick

    And hard as hell... combat is definitely a last resort in this game. This really isn't a game where you want to hunt enemies. Avoidance is key, fight only in self-defence .

    I did manage to get out with all the treasure, but it took me like four games to figure out that I should be wary rather than brave

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  • I've experienced many difficulties in the porting of a GM work to Construct; for example I've not been able to find an event similar to the "create" event in GameMaker (where the corresponding actions take place only at the creation of an object).

    "Spawn?"

    Or "System: Create?"

    When you spawn an object, any actions performed on that object in the same spawn event will only be applied to that object. For instance:

    +On mouse click
       ->Player.Sprite: Spawn object Bullet.Sprite
       ->Set Bullet.Sprite angle towards MouseX, MouseY
    [/code:iv2kt4su]
    
    This will only set the angle of the bullet that just spawned, not any other bullets that might already be on the screen.  It has to do with object picking.  Any objects that you define specifically by any particular conditions will be the only ones affected by the action in the event.  Spawning is a special case because it automatically picks the object for you, you don't need to define a condition.
    
    I think the difficulties you're experiencing just have to do with unfamiliarity with the program... once you get into it you will see that it's actually quite logically organized.
  • You can't use canvas for pixel-perfect collision with physics. It doesn't work that way. Physics doesn't do per-pixel.

    If you want custom collision masks for objects, use the Custom mask and edit the points on your physics objects.

    Either that or use a different method to move your objects other than physics.

    But whatever you do, it's not a good idea to use a gigantic canvas like that because it eats VRAM. The entire size of the canvas and all it's contents are stored as a texture in your video card's memory, and that's a huge texture. I suggest you make up your level out of smaller tiles, even if you have to draw 30 kinds of tiles to build the sort of shapes you want... it will run much better in the final game.

  • That's looking awesome, gammabeam . I love the style.

    I posted this over at CC but I guess I'll post it here, too

    <img src="http://i44.tinypic.com/21e3lt5.jpg">

  • Something like this maybe?

    http://upload.namelezz.net/downloader.p ... streak.cap

    I'm sure the effect can be tweaked to look more like what you need.

  • Why you be lockin' threads, man? Are you just looking for something to do?

  • [quote:footjzyp]I remember reading something somewhere saying that Construct has an unlimited amount of actives available and without any slow-down, is this true?

    Depending on what graphics card you have, and what you're doing with the sprites, you could have several hundred sprites moving around on the screen without any slowdown.

    Physics will slow things down with hundreds of objects colliding at once, because it's mathematically CPU intensive. As will calculating collision between normal sprites several hundred times per tick (as in with a loop).

    Heavy use of shaders, motion blur, large amounts of particles, etc. will cause slowdown on some graphics cards because they're very GPU intensive. The Plasma object will as well for some people. Be frugal with your effects. Try to fake it as much as you can by creating effects on your sprites before importing them into Construct whenever you're able to.

  • You can also pause by using a modal layout object.

    What is this? I've seen the term used before, but I have absolutely no clue what it means

    I'm probably really stupid for not knowing, huh?

  • Nope. It'll still take up the same amount of VRAM no matter how big or small you stretch it.

  • NO!

    Well I don't know, maybe. I never tried.

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deadeye

Member since 11 Nov, 2007

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