deadeye's Recent Forum Activity

  • Awesome . The changelog looks nice... downloading now.

    ...unless there's something really serious which breaks this build, in which post it here in the thread and I'll see if I can fix it ASAP!

    Fingers crossed...

    Edit:

    Hey, my half-assed gear button is in this build

  • I've been planning to finish it off completely, with the proper ending and all, so I've been waiting on building it again until the final version. I've been putting it off though. I need a kick in the pants to get working on it again. I think the main reason I haven't picked it up again is because I just want it to be over with already. Why work towards putting it behind me when I can just forget about it now?

    And I also have to relink all my sounds because I moved my project folder. Oh, the tragedy... will the suffering never end?

  • Okay sometimes I need things spelled out for me. So about this whole z ordering business let me see if I've got this straight.

    Let's say within a certain layer of a layout you place all of your decorative scenery. Let's say you've got one tile for dirt, one for grass and one for clouds and you just use multiple copies of those three tiles to decorate the whole level. So if understand this correctly the z ordering means that you would want to say select all of your dirt tiles and send them all to the back. Then select all the grass tiles and send them all to the front. Then select all the cloud tiles and send them all to the front.

    Is that what you guys mean by z ordering?

    Yes, pretty much. You can also do it at runtime by making, say, a z-sort group that runs once at start of layout so you don't have to do it manually.

    But this is pretty much just an optimization for lower-end cards if there are lots and lots of tiles, and honestly it's probably not going to give you a huge performance boost on it's own... maybe just a few more fps. But if you're optimizing a large game that's lagging then every frame per second counts, and shaving off a few here and there adds up.

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  • It looks really nice put together like that. I hope the BitBlot guys don't mind using Naija for an example like this, but I have a feeling they wouldn't as long as nobody uses their stuff for an actual game. And it's really helpful to see how the pieces are constructed, how they overlap, where the outlines stop, etc.

  • What? You're just playing the demo version then . Ben Bernanke isn't in the final version...

    Sound Version:

    http://willhostforfood.com/users/deadey ... edRock.rar

    Nosound Version:

    http://willhostforfood.com/users/deadey ... ock_ns.zip

    I guess I should update the first post, eh?

  • Are you just looking for stuff to do, Sol?

  • Well, it sounds like you have it pretty well planned out, actually.

    And yes, creating your own custom behaviors or objects isn't out of the question, as long as you know how. BROO recently wrote a rather specific object for his game recently... all it does is keep track of Samus Aran's inventory

    By the way, I really liked Uneksians and I voted for it . Are you continuing that project at all?

  • My game requires a lot of dynamic non-visual objects. I guess I can simulate these using invisible sprites and private variables. But how would I write behaviors? How would I map user input with these behaviors?

    What specifically are you trying to do?

  • Seems to work fine for me...

    http://willhostforfood.com/files3/8469389/Testfix.cap

    Did you put the name in quotes? All strings should go in quotes.

  • Hey thanks

    Well done, you showed everyone the capabilities of Construct.

    Well... maybe

    I mean, Construct is capable of much more than what I showed. My game was actually very much on the simplistic side of things.

  • Select a frame (or a series of frames) in one angle, and hit "c"

    Then select another angle, click in the frames section, and hit "v"

    I don't know why it's not Ctrl-C and Ctrl-V though :/

  • He meant this:

    <img src="http://i39.tinypic.com/zwj311.png">

    If you define the angles you want in the animator, Construct will use those angles rather than rotating the sprite around

    But yeah, mirror works too if you just want it to go back and forth.

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deadeye

Member since 11 Nov, 2007

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