deadeye's Recent Forum Activity

  • Wow, very slick looking

    The fighting controls are very responsive too. The only thing I can see wrong with it is if you're jumping past the zoom-in boundary for the enemy then the screen sort of "jumps" a little. But that's a minor nitpick, overall this looks really promising.

  • > Yeah, you can make your own simple lights that way, but the light object also interacts with bumpmaps and shadow casters for you automatically.

    >

    It doesn't interact with bumpmaps. You can only use the one light built in to the bumpmap shader for that.

    Oh fine then.

    Can you tell I've never actually played with the bumpmaps?

  • David said in chat that the cube thing is in the next build so you won't have to wait long

  • Yeah, you can make your own simple lights that way, but the light object also interacts with bumpmaps and shadow casters for you automatically.

  • i wish more people used construct, its much better than eg game maker but quite few people use it compared, im not really seeimg any construct games on other sites...

    Patience. Repeat the old mantra... "Construct is still in beta."

    Games will come. You will see.

  • Sorry stainsor, you done got beaten to the punch:

  • Is there a particular reason why you do use a detector?

    Yeah... what Ashley said. Geez Rich, haven't you taken my tutorial? I explain the reason in detail

    but i was thinking about the way of handling collisions between the player and the grasstiles, isn't it possible to use layers (solid layer for tiles, background layer etc.) instead of using the green collision detector on every tile?

    I'm not sure what you mean. Do you mean to set the entire layer as Solid? I'm unaware of any way to do that.

  • Okay, no problem, I just won't write about tags. There's nothing saying I have to, I guess

    I'll keep the current info I've got regarding animation. That pretty much just leaves the jump-through platforms and the moving platforms I think. Easy enough to change.

  • Well, I finally decided to sit down and rewrite my tutorials and immediately ran into a problem with the animation tags. Well, more like I've forseen a problem as I'm guessing the tags for platform behavior aren't done yet (they don't seem to work at any rate).

    Since my character is using a sprite positioned at a separate sprite with platform behavior applied to it, the player sprite won't get input from the platform behavior to use the correct tag. Unless there's a workaround for this?

    Or maybe I should just skip that part and leave my animation section untouched? It's still good info, it just doesn't use the tag system.

  • There's also GameCake.net, aiming at indie developers. A (very) few people have uploaded games to it (though one of them was agj... he put The Lake on it )

    But honestly, I think GameJolt looks better

  • I thought the tube was made from a chain of small sprites that just angle and position themselves to a spline? At least that's how it was done in an older version...

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  • A Camera behavior might be useful. It could make zooming/panning easier, especially during cutscenes.

    Actions:

    Set View - set the current camera as the one to be looked through (if there is more than one camera)

    Pan to object/point [speed|slowin|slowout]- move to and stop at a certain object over time with slow start/stop for natural movement.

    Cut to object/point - jump instantly to an object

    Follow focused object - would work pretty much like Center View On Me but you could set different objects to follow by using Pan or Cut to set the focus

    Zoom [speed (in percent per second)|target amount] - zoom in/out over time until target zoom amount is reached

    Tilt [speed (in angles per second)|target angle] - uh, yeah

    Shake [amount|duration] - Maybe? I dunno, might be too much (you could use the Shake behavior)

    Wobble [amount|duration] - Maybe? I dunno, might be too much

    Fade [duration|in/out|color] - Maybe? I dunno, might be too much (you could use a Tiled BG with Fade behavior)

    Conditions:

    Object has focus - test if a specific object is the focus of the camera

    Is focused - Test if the camera is positioned directly over the object currently in focus

    Is active - test if the selected camera is the one being looked through

    Is panning

    Is zooming

    Is Tilting

    ...uh, I don't know what all conditions you'd need. Depends on how complex you'd want the behavior to be I guess. Same goes for expressions.

    I know all of these things can be done with actions, but maybe it's useful enough to make into a behavior

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deadeye

Member since 11 Nov, 2007

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