DiegoM's Recent Forum Activity

  • Just tried it out in our Mac Book Pro, and it definitely doesn't work.

    I'll have to fix this one. Hopefully it won't be too much of a hassle.

  • The smooth toggle is working as intended, but the difference can only be noticed if you are zoomed in really close to the image. When the toggle is off, you draw only with whole numbers as coordinates, when it is on, floating point numbers are used as the drawing coordinates. Again, this difference can only be seen when you are zoomed in, something like >500%. Unless you have better eye sight than me, then you might notice it earlier

    I should do something about the hardness 100% and anti aliased pixels thought, that is definitely not working like C2.

  • Scroll bars tend to be hidden in OSX if the pointer is not on top of them. So maybe that is why you are not seeing them.

    Right now you can scroll through the whole image by pressing the middle mouse button on top of it and moving the mouse around. This might be a problem if you don't have a middle mouse button thought, so I should implement another method to do that.

  • Alright, I fixed this.

    You will be able to check it out in the next release, r32.

  • Well, I just found a pretty glaring bug that can make thing rather confusing

    Hopefully I can fix it for the next release and you can try the feature properly.

  • If you think there is a problem make an issue in Github about it.

    I am a bit suspicious myself that only a couple of bugs were filed about it.

    Not that I doubt my coding chops , but I was expecting a few more issues from thoroughly untested code.

  • There is quite a bit to be done with some controled randomness in shmups and if done right it doesn't need to hamper competitive play.

    Parsec 47

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    The game generates enemy waves and bullet patterns, not randomly, but not completely scripted either. You definitely don't play the same patterns each time and it is mostly about twitch skill. I haven't heard anyone complaining about that when playing for highscores.

    Warning Forever

    You fight a single boss which evolves as you destroy it and as you die. The evolution of the boss is not quite random, but they are diverse enough that each player has a different experience and from what I remember people played for high scores since there is quite some strategy and execution involved in surviving for the longest time possible.

    Zanac

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    This one is quite cool. The game detects what attacks are killing the player and adapts itself to attack with more of the same. You can purposely kill yourself with easy to dodge attacks so the AI will attack you with easier patterns as you get farther into the game.

  • igalencar

    Congratulations for attempting to clone Truxton

    I second oosyrag's suggestion, sounds straight forward and will look nice with a special animation to cover up the cutting point.

    The laser animation would need to be long enough to cover up the longest possible distance between the player ship and a target, that would be the length of one of the diagonals of the screen rectangle.

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    Moot

    Can you post the .c3p file that is giving you trouble? Maybe there is a problem with one of the behaviours you are using.

  • Yeah, I noticed this just after releasing r18. I just fixed it. So expect a new release soon.

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    Just a heads up, I just checked out the Rain Demo and found out that C3 is not recycling objects properly.

    If you try it in C2, you will see that the object count never really goes beyond 350, while in C3 it steadily goes up.

    Edit: Fixed in the latest version of C3 (r17).

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  • Ah, I get it now. I'll try to wedge that in at some point. I am all for the small improvements that don't seem like much by themselves, but when put together really make the difference.

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DiegoM

Member since 24 Apr, 2015

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