deadeye's Forum Posts

  • I'm not mad, but that's the last translation I do. I'll just start deleting posts.

    Please be aware, it's nothing personal. And I'm sorry, I know it's frustrating. I just don't have the energy or inclination to copy/paste every foreign language post into a translator.

    So until we have a better solution, English only.

  • English please. I can't moderate a language that I can't read.

  • That's the pain, but you have to keep it on outside the layout, and deactivate it on the layout start in the events sheet.

    No!

    Tick the 'destroy at startup attribute'.

    Yes!

  • Thanks guys (and gals)

    Okay, please bring back Swimba. I suspect he was left out so that we would ask for him back.

    Shortly after winning eight gold medals at the Olympics, a photograph of Swimba smoking marijuana surfaced, marring his reputation. Though he claims it was just a one-time lapse in judgment, he's currently too ashamed to show his face in public.

    Oh, in Platform School 7, there is a bit of a typo with the word 'particular.' It's in the sign where the phrase 'willy nilly' is used.

    Thanks, I'll fix it. I need to update that .cap anyway.

  • Also, is find and replace working? (I don't really feel like testing, last time I did it completely broke my game and I couldn't undo), if it is you could just do FIND loopindex REPLACE WITH loopindex-1 and hit replace all, if it's not then PLEASE FIX

    What's wrong with testing it out? It's not like you have to save your messed up .cap, if it does mess up. Hell, you don't even have to use an original... you could make a copy before you even start.

    Also, I think 1-index makes more sense to the layman, which is what most Construct users will be. 0-indexed makes sense from a programming background, yes, but most people use game making tools because they're not programmers. And yes, there has been a lot of confusion over 0-index in the past... many people have asked for help wondering why their stuff didn't work, expecting things like random(3) to give 1, 2, or 3. So it's not like it's unwarranted. The grocery list analogy isn't the only reason it's being changed.

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  • No, that's not right... you should only need one global object on one layout, then it should appear everywhere...

    Yeah, I was gonna say... that seems to be how it's working for me.

  • <img src="http://i41.tinypic.com/14e2p3d.png">

    This lesson expands on the last, making use of the Platform behavior to create an enemy that chases Charlie around the level, jumping over small obstacles, and avoiding other instances of itself.

    Thanks to David and Mipey and others who helped me (or tried to, as the case may be) figure out the most efficient way to get the enemies to avoid each other.

    Note:

    There have been a couple of changes to the game in this .cap that don't have to do with this actual lesson. First, everything has been changed to Point filtering. As Ashley pointed out to me earlier, there wasn't really any good reason not to. I thought I'd need Linear for something down the line, which is why I went with it originally, but that looks like it's not the case. I'll be updating all the previous lessons to reflect this change. Second, the Doomba activation/deactivation code in Lesson 7 doesn't actually work... once active, they stay active. This is because you apparently can't Else a "Pick by evaluation" condition. Which makes sense if you think about it. So I'll be updating that as well.

    And that's about it. Enjoy the lesson

  • What version are you running?

    The latest.

    Thought these bugs were gone by now.

    It's been reintroduce to keep you on your toes. Just put it on the tracker.

  • Changed thread title to reflect what this thread is actually about, hopefully that will draw in more people.

  • Don't know if it's possible, but it looks like the header says it was made in Construct 1.7

    IT'S FROM THE FUTURE

  • As it stands right now, any solid object (or platform) will transfer it's motion to a platform player sprite if it's standing on top. A very handy feature for making moving platforms, to be sure, and thanks to David for implementing it.

    What I'm looking for is the ability to turn this OFF. What I propose is that extra movement only gets transferred to the player if the object has the Platform attribute checked.

    Now, before you go saying "hey wait a second," note that it is possible for a Solid to have Platform checked and nothing adverse will happen, it still acts just like a solid.

    So, this would allow for making moving objects that do not transfer their motion to the player, which is something I can see having several uses. Namely one specific use in my current project, so there

    Of course, it's also likely that someone may want to invent a non-solid Platform that moves, but does not convey the player... so perhaps there could be a separate "Mover" attribute or something that allows objects to transfer their motion to other objects. I can see this working for Ball too, not just Platform, so it wouldn't necessarily have to be a single-purpose attribute.

  • Which layer are they on? Might want to create them on the initial layer. If the new layout doesn't have the extra layer, then it might not pick the global objects up... just a hunch.

    That shouldn't matter as far as Mouse & Keyboard are concerned, it's a Non-Layout object.

    I just ran a quick test, creating a M&K object in layout 1, marking it global, and making several new layouts and extra event sheets, and it shows up in all of them. So I don't know what's going on.

    Bug report?

  • The only Russian words I know are "vodka" and "soup," which is pretty much only good for ordering vodka soup.

  • I'm going to have a whole collection of these in no time

    If I can figure out a php script that will randomly change my avatar I'll use those

    (Along with this one I made for another forum:)

    <img src="http://www.b3tards.com/u/2951c544e5d930f23b20/alf_control.gif">

  • The next lesson is pretty much already done. And I'm sorry, the two enemies are different and have different event sheets. I'm still deciding whether or not one small bit of events is good enough to release the lesson though (having to do with how the enemies avoid each other), and I still have to write the event comments.

    There will be some families stuff in the ninth lesson, though.

    For those who want to get the tutorials working with 98.8, etc. etc.

    Just a heads up, you no longer need to do this. The tutorials now work just fine in version 98.8.