lucid's Recent Forum Activity

  • Yeah they might be cool to play with but they should never be necessary to play a game. You would alienate a bunch of possible players just be requires that they use a controller. And what if i dont have a console to use them with? Im supposed to spend a bunch of money (probably more money than I paid for the game) so that I can play it fsck that.

    I disagree kinda

    there are certain games, for consoles, that you see none of for pc, until recently

    or just crappy toned down versions, because everyone has a keyboard and a mouse

    I think that's made pc gaming lame in some ways

    most tripleA pc games for a long time now have been fps's

    I bought a ps3 to play games like little big, god of war, metal gear, superbomberman, fighting games

    developers have hesitated to bring these to pc because 'no one' has controllers

    that's lame, I've always wanted to see what those style games would look like if they were MADE for pc, instead of direct crappy ports. although I disagree with the stupid greedy way MSoft went about it

    I think the whole xinput/360 controller thing will eventually end up being good for pc gaming

    as more and more developers start realizing they can release a game that's not an fps on the pc

    but yeah, I think the 360 controller is fairly nice, but it's alot of friggin money

    and I'll probably end up going with an xinput clone with a good dpad, and a slightly lower price tag

    if such a thing exists. so yeah, I think you should make keyboard an option on your game

    but I see nothing wrong with designing a game with controllers in mind as the best way to play

  • Perhaps an opaque 'tape' which would show where the event would be inserted (marking the affected events, which would be pushed aside)?

    there is a black line that shows where itll be inserted, but yes i do agree that sometimes its difficult to move things around

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • i realize the attribute would be more convenient, but as a workaround without large canvases. put every would be solid and antisolid erase mask in a family. make a solid canvas 2 pixels wider than your character, and it have it 'always' set to the characters position. and use the same technique as above then you have your full solution with no large canvases, and only 4 actions -always- set canvas position to character clear canvas paste family update collision mask

    EDIT: nevermind, this doesn't work at all

  • I thought about that, but if you're timescale is set to 0, then you'd be dividing by zero.

    so why not if timescale = 0

    then 0

    else

    the expression

  • mine doesnt go down in framerate until 3 pixels

    at 4x 4 it's still 60+

    4200+ athlon x2

    4 gigs 800MHz ram

  • There is another things you can do with this too. And it isn't possible to create simple moving and resizing etc. holes in solid with canvas. Say you want to have liquid, where the character can't go, but there's bubbles in the liquid, and the character can move inside these bubbles.

    you can:

    click here for bubble example

    Also, I can think uses for is fully overlapped/covered/whatever by ... -condition. Is it hard to do? For Construct 2, at least?

    I'm not going to speak for the devs

    but I believe maybe for construct 2 it might not be so bad, but for construct 1 it would probably require adding extra code to every behavior that recognizes the solid attribute

    also, I think the current code for collision detection doesn't have a 'wholly overlapping' method

    so it would be a whole new avenue of potential bugs while we're on the 99-1.0 homestretch

  • it's early in the morn' so I'd double check and test it

    but

    timedelta/timescale

    should work

  • if you make your own custom movement

    you can use a workaround for now

    if 'object overlaps solid object'

    (negated) 'overlaps nonsolid object'

  • thanks

    the popup window can't be destroyed without manually closing it right?

    also, I think I found a workaround for the the mouse thing

    you create a pointer sprite, invisible if you wish, give it mouse behavior

    and instead of (object clicked)

    you do a

    (left mousebutton clicked)

    (object overlapping at offset (0-layout.x,0-layout.y))

    doesn't work with popup window...nothing does

  • thanks everyone

    still not clear on the regular directx game thing though

    and thomas, the amount and nature of the ******** involved with ps3 controllers varies depending on whether you've got 32 or 64 windows?

  • first off, do they work with directx games without special drivers?

    or only with newer xinput games?

    second, if I want to go wireless, do I need 4 wireless adaptors for 4 controllers?

    or just one? (please only answer this second one if you know for sure)

  • supercool

lucid's avatar

lucid

Member since 16 Jan, 2009

Twitter
lucid has 25 followers

Connect with lucid

Trophy Case

  • Entrepreneur Sold something in the asset store
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Coach One of your tutorials has over 1,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

24/44
How to earn trophies