deadeye's Recent Forum Activity

  • This sounds awesome. You've got some good changes there, I hope they can make it into a build

  • Okay, I just saw this movie and yes, it is awesome.

    About the plot:

    It's everything people say it is, which is to say it's cliched and predictable. But what nobody has said so far is that it's not insultingly so, and I think that is what people who haven't seen the movie might be expecting. It doesn't try to trick you into thinking that it's something more than it is... it just is.

    It's kind of like Die Hard. Yeah, the Bruce Willis movie where John McClane runs around Nakatomi Plaza in his bare feet shooting bad guys and ******* off Severus Snape. Uh, I mean Hans Gruber. It's totally cliched from beginning to end... but it's not pretentious. It doesn't claim to be anything more than a kick-ass popcorn action movie. You can just sit back and enjoy it for what it is and not have to worry about it.

    Avatar was pretty much the same sort of thing. It's just a cool action adventure movie, and since you already know what's going to happen then you can just kick back and go along for the ride.

    About the visuals:

    Way better than I expected. People keep saying that they're really, really good, but I couldn't imagine exactly how good without seeing it for myself. A friend of mine told me something that I think puts it best... he said it wasn't like you were watching CG, but rather that these were real blue people. The uncanny valley is gone. It was utterly convincing in a way that I can't describe. And the actors playing these blue people are actually pretty good, so bonus.

    Unfortunately, I saw it in 3D. I haven't seen a 3D movie since the days of red and blue glasses, so I didn't know what to expect. I'd heard the new 3D was way more improved over the old style, so I figured what the hell. Honestly, it was just distracting and I wish I'd seen it in 2D. Also, the indoor scenes with actual human actors gave me a bit of a headache because the 3D wasn't as on point as it should have been and was kind of a blurry mess. But the outdoor, fully CG scenes were fine. They looked a lot better and didn't hurt my eyes. I guess maybe full 3D render translates better to 3D glasses or something. Anyway, while they were relatively pain-free that doesn't mean that the 3D was mind-blowing or anything. In fact, there were only a few scenes where the 3D was really impressive. The rest of the time it was either hardly noticeable or distracting on the verge of being annoying.

    Anyway, it's good so go see it. But see it in 2D, because the 3D thing is overrated.

  • It's not a bug, scidave. If you want to zoom and scroll, you need an area to zoom and scroll into.

    If you check "Unbounded scrolling" on the Layout Properties it will work fine. Or you could make your layout larger.

  • Looking good, man . Looks like those spriting tuts are paying off.

  • I seem to be able to zoom things just fine scidave, but your .cap is missing so I can't see what's up on your end.

    And eski, you can create a zoom effect by actually zooming the screen with System events, or you can fake it by scaling sprites. Either way. Perhaps a .cap of the problem you're having would help to fix the issue.

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  • That .cap is using v0.99.72, you should be able to open it with that. Sorry for the confusion.

    Anyway, you could try a For Each loop on your wall objects, and add up all their X and Y velocities (make sure to change them to a positive number first, like abs(wall[physics].VelocityX), etc.). Then when the loop is done, if the total of all their velocities is, say, less than 1 or 2 then you know they're pretty much settled. Of course you should only start checking for this after you confirm a hit.

    As for setting states for your game, you could try putting your events into groups. All of your control events in one group, all of your collision events in another, etc. Then when you "win" you disable the control and collision groups and activate the "win" group which has all of your winning events in it. Same for "game over." You can disable groups by default in the event sheet editor and activate/deactivate them at runtime using System actions.

  • Okay eski, sorry for the delay. I got what you're looking for here, to help slow down your pucks faster.

    I changed event 15 to this:

    + System: For each Sprite
         -> Sprite: Set 'Speed' to sqrt(Sprite[Physics].VelocityX^2+Sprite[Physics].VelocityY^2)
         -> Sprite: Set 'id' to Sprite.UID[/code:3mk0s3gm]
    
    The way you had it before, you were just setting Speed to the X velocity.  This combines the X and Y velocity to get total velocity.  The ^2 also changes it so that you always get a positive number.
    
    (You can thank Quazi for that one, he helped me figure that out in this thread: )
    
    Anyway, back to the .cap.  I un-toggled the last event you had (event 22) and changed it to this:
    
    [code:3mk0s3gm]+ Sprite: Pick by Sprite.Value('Speed') Greater than 0
    + Sprite: Pick by Sprite.Value('Speed') Lower than 2
        -> Sprite: Set velocity to (0, 0)[/code:3mk0s3gm]
    
    I used Sprite compare rather than System compare so the picking would work properly.  You can find it in the Sprite conditions labeled "Pick by comparison."  I used "Lower than 2" just to stop them faster, you could probably get away with 3 or 4 and it wouldn't look too weird.
  • First, I'd like to implement some kind of ball counter showing the remaining amount of balls left represented by little ball icons. So I figure you'd have to spawn as many ball sprite instances as a ballcounter variable counts - any ideas on what might be the easiest way to achieve that ? (especially the spawning part)

    Here's one easy way of doing that:

    http://dl.dropbox.com/u/529356/ballcounter.cap

    It uses Tiled Background. I resized your ball sprite to fit in a 32x32 space.

    As for the game over thing... do you mean you want to know when all of the wall pieces have stopped moving?

  • And, also... on the same subject of sound, check out what happens when you mix sound with a non-newtonian fluid. You get a pet cymatic blob:

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    That's wicked cool looking . Kind of reminds me of this:

    Here's a collaboration between Salvador Dali and Walt Disney. As a fan of Dali I think it's pretty cool, too bad they had to Disneyify the character's faces, though . Anyway, it's still pretty neat:

    (Also, lol at the copyright infringement notice at the beginning... better watch this one while you can, guys )

  • Oh, hey Rich. What's up?

  • It'd be nice to have some offline help, yes. Perhaps when the wiki documentation gets better, a .chm file could be compiled from it. I don't know about a full-on interactive help thingy like you described though, seems like a pretty tall order.

  • I like naked women.

    ~Sol

    to bad you will never get to see one IRL cause your a permavirgin

    haha, owned noob! that's how we treat noobs around here

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deadeye

Member since 11 Nov, 2007

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