Ashley's Forum Posts

  • There's no limit on the number of arrays or objects, unless you run out of memory (which is fairly unlikely).

    You could try the system object's save and load or quicksave and quickload actions. They'll save the entire game state, including all private variables. Alternatively you could try an object like INI and save the ones you need to disk.

  • Actually i'm doing it right now, but i was just thinking that kind of control would be nice addon to particles system.

    The particles object is designed to be a quick and easy alternative to using sprites. I don't see any point in keeping adding on more buttons and levers - it'll never be as flexible as using your own evented particle system. Still, I'm sure we could get away with an opacity randomiser.

    [quote:47j6quuo]Yes i know there is not many moving objects, but i just check it for tests and I have 0.97.7 but still every time when adding motion blur (any value) it still makes all objects brigther instead of "smoothing movement of objects".

    My mistake, I got confused: I broke motion blur in 0.97.7, but it's fixed in the next build! (As you say 0.97.6 will work as well)

    [quote:47j6quuo]What about that combination of bullet and rts behavior?

    can it be done other way?

    Yeah, you could do it with some maths. How's your trigonometry? Seriously though, you can do it by moving a 'shadow' sprite directly towards the target, then have the real projectile move up and down over the journey giving the impression of an arc.

  • - There is no option to set something like "random fade out" - now particles starts to fade out after some time in a very linear way (dissapearing one by one) and it looks hm....bad.

    There isn't an option for this, but you could try using the speed to randomise destruction. I put Creation \ Speed randomizer to 50, Simulation settings \ Acceleration to -75 and Simulation randomizer \ speed randomiser to 0, then it looks a bit better. The trail is a bit more random, because it's set to destroy particles when they're stopped, and with a random speed, that comes at a random time. Not sure if that's what you want.

    [quote:1a80wbwg]- I can't see how can i interact with particles that have been allready created.

    I mean, i can control how they will look before they are born, but when they on screen i cannot do anything with them - or mayby i dont know how.

    You can't gain this fine control over the particles object. If you want that much control, spawn lots of sprite objects instead of using the Particles object, then you can use the normal event system to control your sprite-particles. (This'd allow you randomised opacity/fade-outs too)

    [quote:1a80wbwg]- motion blur - don't work at all - it just makes objects very brigth

    Works fine here, was fixed in the latest build 0.97.7. Are you using that? Besides, nothing is moving quickly, so motion blur will do pretty much nothing.

    [quote:1a80wbwg]- and the particles one more time (in big file) - explosion are set to display sprites in front by order

    (closer to bottom are allways in front) same with particles.

    When you set the Particles object to front, all particles go to front. It's just how the particles object works. Again, if you want per-particle control over this, use sprites and make your own particles engine. If you delete the 'Particles: send to front' action in event 7, it goes behind the explosion. It doesn't make any sense for that action to be there, because it's effectively saying "Send all the particles in front of everything, once for each 'explo' that exists", and it's interspersed with other send-to-fronts.

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  • Yep, it was changed from texture coordinates (ie. ratios) to pixels, because it's much easier to work out.

  • Yeah, this bug has been reported before - it seems dragging layouts in the project bar to change their order sometimes looks like it's changed the order, but it hasn't really actually done anything. I haven't ever been able to reproduce it myself, but I'll see what can be done about it...

  • w00t! Nice setup

  • Looks beautiful. Hope you make it!

  • ...my last 2 games had debilitating crashes.

    Did you report these crashes? Otherwise they can't be fixed...

  • Can you post a .cap file (made from scratch) to the tracker with steps to reproduce the crash?

    You could theoretically have customisable controls with a custom platform movement. You could have different groups of events with different key input events, and enable/disable them. This would just mean changing between preset controls, though - not full customisability.

  • Are these buttons sprites or window controls? DirectX doesn't really like using window controls in fullscreen mode - you might want to roll your own with sprites instead (and it might fit the look of your game better too). Or are you using the application runtime?

  • The file "C:\calc.exe" doesn't exist for me. If I change it to just "calc.exe", it launches Calculator just fine (because without a path it also looks in the windows directory).

    Are you sure the file you're trying to execute exists? Is there really an update.exe in the C:\ directory? Besides, you really, really shouldn't dump files in the C:\ directory. Use the AppPath expression to keep everything inside the application's folder.

  • I think features like double jumping and moving platforms should definitely be implemented. They're so commonly asked about on the forum that the built in platform movement should be able to do it, instead of requiring people to modify the behavior, or come up with their own movement engine to do it.

    In an ideal world the platform behavior would be good enough that 90% of platform games can be based off the platform behavior instead of using a custom engine. The platform behavior has a way to go before that point though

  • By default, the runtime uses 'Linear' sampling, which gives a smooth effect for rotating and stretching sprites, and supports sub-pixel rendering. It isn't flattering for pixel graphics though. In application properties, set 'Sampling' to 'Point'. It should keep everything crisp

  • Google images result for 'Brilliant'. I think it was derived from a previous search for 'Brilliant avatar'.

  • 'Jump' will make the character jump even if in mid air. Use a little detector sprite beneath the player's feet to make sure they're on the ground before jumping.