deadeye's Recent Forum Activity

  • I drew some slope tiles for Drasa's slopes. They don't really fit in too well but I figured I might as well do something while waiting for the next build

    <img src="http://i39.tinypic.com/30tktxt.png">

  • Well, when Python comes back online there's nothing saying you can't script your game with that. Yes, you'd still have to use the event editor to insert your code snippets, but as far as I know there's nothing hindering the length of those snippets so, theoretically, you could create your entire game using just one big Python script.

    Unless I'm missing something fundamental here... I admit I don't have much experience with using Python in Construct. Or at all, really.

  • In my Platform School tutorial, starting with lesson two, there's a health bar of hearts up in the HUD. They're set up like Rich described for a reason... when it comes time for adding or reducing health all you have to do is + or - 32 pixels from the width of the health bar

    Or

    +Always
       -> healthBar: Set width to global('playerHealth')*32
    [/code:2ydtzvlw]
    
    But that's going in a future tutorial
  • Go to this page (this is the Add New Artifact page):

    http://sourceforge.net/tracker/?group_i ... id=1003219

    • Select a category
    • Type a summary
    • Type in a detailed description, incuding any error messages and how to recreate the bug
    • Upload a .cap if applicable
    • ???
    • Profit

    You don't have to make a sourceforge account, but if you do then the bugs you post will be attributed to you.

  • Well, I'd just like to say, though I'm really only just getting in to Construct, that I think the program is great so far for someone like me....

    Hey KniteBlargh

    Good to see you here. Soon we TIGSource members will take over

  • Woah, too much math for me I'm afraid. I'll put the first version in the tutorial if you don't mind... if I don't understand it then I can't write about it

    But you could always make a non-platform school "advanced slopes" tutorial with all that trig stuff

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  • Chat has it's benefits:

    deadeye: okay

    deadeye: make two variables called lastX and lastY

    Barri167: ANd I could get vectors based on those.

    Barri167: And the new ones that is.

    deadeye: yes

    deadeye: that will give you the direction

    deadeye: then you just always set lastX to X and lastY to Y afterward to get ready for the next tick

    Barri167: Yeah but... even with the direction, I could add that to the player X and Y to get the point where I'd want to spawn the stars.

    Barri167: But how would I spawn them in that AREA.

    Barri167: As soon as you said get the direction I knew I'd use lastx and lasty to get the direction vector.

    Barri167: But I still can't think of how i'd spawn the stars in a general area and not just in a line.

    deadeye: well, once you have the angle you can pick a spawn point away from the player

    deadeye: then do system: spawn star at random(100)-50, random(100)-50

    deadeye: or something like that

    deadeye: er, sorry...

    deadeye: (spawnPointX+random((100)-50)), (spawnPointY+((random100)-50))

    deadeye: that will give you a relative x range of -50 to 50, same for y

    Barri167: What would be the point of doing the -50 afterwards? wouldn't it be the same to do random(50)?

    Barri167: Ohhh

    deadeye: nope

    Barri167: I see now.

    Barri167: Thanks!

    deadeye: yep

    deadeye: no problem

  • Hehe, just banned my first WoW Gold spammer. Say goodbye to cdef111

    I feel so... alive...

  • Drasa presents: Platform School 4.5 - Slope hijack!

    http://drasa.nipponfever.net/muu/Platform%20School%204.5%20-%20Slope%20hijack.cap

    There's still one known problem - the animation angles. How much would I appreciate if the rotation angles could be set separately from the animation angles. Because of the lack of this feature, I can't set Charlie to face the right way in slopes, cause setting the rotational angle sets the animation angle too. Ashley/Rich/Dave, would you mind implementing them separately?

    You can set him facing the right way... you just have to mess with the angles a little bit

    I fixed it. Here:

    http://willhostforfood.com/files3/90779 ... hijack.cap

    Anyway, I'll mess around with is a bit more and if I don't come across anything buggy with it (and I haven't so far apart from the wacky angles thing) then I'll include it in a future tutorial. I'll give you credit, of course

  • I won't be covering slopes in the tuts, no. It's not that they're much more advanced than any other custom modifications, it's just that I haven't messed around with slopes enough to feel comfortable writing about them.

    If anyone else wants to tackle a slopes tutorial, feel free

    Or if anyone has a method that would work with Platform School the way that it's currently set up, I could include you as a "Substitute Teacher"

  • This is me.

    <img src="http://xs434.xs.to/xs434/08516/y357.jpg">

    Here's a better angle:

    <img src="http://xs434.xs.to/xs434/08516/m121.jpg">

    And this is me over spring break:

    <img src="http://xs434.xs.to/xs434/08516/me457.png">

  • [quote:2blmujvm]For example, managing objects. There is this object pane attached to layout editor, on which objects are always displayed as icons, you can scroll it up or down and... thats it? You cant switch from big icons to small icons, you can arrange them in groups or put into a treelike structure.

    Organization of objects into folders has been discussed as a feature for future builds.

    As for the event system and event sheets... the modularity of event sheets and groups and such should allow you to organize your events any way you like. Regarding Python, it's not going to be able to do anything that events can't do... it's there for people who are more comfortable with scripting certain parts of their games. There may be support for using Python only in the future, I'm not sure what the devs have planned for it exactly, but the event system will remain the primary system for creating game logic. It's meant to be comparable to similar game creation tools like GM (sans GML), MMF, Alice, and the like. In short, Construct is a tool, not a language, so if you're looking for a more script-oriented development environment then you're kind of stuck there.

    As for documentation, yes, there is a lack of documentation at the moment. It's a work in progress, by the time Construct gets out of beta there should be more solid documentation

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deadeye

Member since 11 Nov, 2007

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