deadeye's Recent Forum Activity

  • Moving to Help/Tech

    Place ship name, position etc. in something else and don't let zoom effect it.

    Well, that's real specific. Do something, something, and don't let it zoom

    Anyway, you could try a couple of different ways. If you set the text labels on a separate layer, then when you zoom out the lower layer the coordinates for the un-zoomed layer will be off. You will need to position your text label coordinates as a percentage of the ship layer coordinates rather than a straight one to one pixel ratio. So if your ship layer is zoomed out to 50%, your text label coordinates will have to be half what the ship coordinates are. In other words, if your ship's coordinates are 50, 180 then your text label will have to be 25, 90, etc.

    The second way you could try it would be to scale the text up as you zoom the layer out. That might get a little tricky with text objects, so you might want to look into using the SpriteFont object, which should allow you to scale the sprites up. I'm not entirely sure it would work flawlessly without a lot of tweaking, but it's something to try.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Balls of Steel...

    Heh, I've seen the guy in the devil costume doing pranks before but I didn't know where it came from. The bit where he messes with the bald dude kind of reminds me of Drive-By Abuser from Modern Toss.

    Anyway, speaking of balls of steel, here's some for you:

    It's a video for Dayvan Cowboy by the band Boards of Canada, and it features actual documentary footage of Joe Kittinger, a guy who rode a balloon to the edge of outer space - and then jumped out. The song is pretty kicking rad too.

    Bonus:

    Subscribe to Construct videos now
  • Well, post 'em if you got 'em!

    Thread rules:

    1. Post a description along with your link. Something more than "lol" please

    2. Be sure to go through the thread or use search to make sure you're not posting duplicates

    3. Don't post more than three or so at a time to keep from flooding the thread

    4. Rickroll and the like will get you a two day ban! DON'T DO IT.

    5. Watch YouTubes and have fun

    Okay, I'll start...

    This is the funniest thing I've seen in a while. Voices dubbed over Star Trek: TNG, and it's done really well:

    Subscribe to Construct videos now

    A hilarious review of Phantom Menace in seven parts (yes, it's 70 minutes long, but totally worth watching every minute):

    Subscribe to Construct videos now
  • Wayofthepixel (aka Pixellation) has a page full of tool, resource, and tutorial links:

    http://www.wayofthepixel.net/pixelation ... pic=3467.0

    Be forewarned, learning to do pixel art well is a time consuming process.

    As for not using Construct for pixel art games... ******** TO THAT. Use whatever kind of art you want

  • hehe

  • Do you mean file type, codec, file name, or what? That's what Ashley means when he asks you to be a little more clear. What are you trying to do?

    Bumping without getting more specific isn't going to help.

  • Look for Temp.exe in your task list and kill it if it's still running.

    If there is no Temp.exe and it's still not running, then there might be some kind of error keeping it from starting properly that for some reason isn't being caught by the error handling. Try toggling off the events that you most recently added and see if it starts up then. If not events, then try deleting objects or behaviors that you recently added. Try starting it again after each time you revert something, and if it starts up then you've isolated the problem.

    Whatever it is, it's probably a bug. When you've figured out which event or object is causing it not to start, you may want to post it to the tracker. And if you figure out what it is, post here too so others have a heads up.

  • You use events for that.

    MouseKeyboard object -> Check for control press -> Set sprite animation.

    You should go through my Platform School tutorials, they show how to do all of this. Be sure to read the big, flashing warning at the top:

    As for Construct crashing when you use the animation editor... what kind of graphics card do you have? You may be running out of VRAM.

  • Welp, there you go! Math whiz to the rescue.

    I thought I had it down, but there was this sneaking little suspicion in the back of my head that said "no, not quite." Thanks for correcting that

    Hey, at least I remembered velocity * mass off the top of my head. I did pay some attention in physics class .

  • Zotged:

    I dont understand how you make the bones work in the model..

    I cant see there are any bones.. ?

    It's the Bone Behavior movement. You apply Bones Behavior to an object, and then you can use that object to control other sprites by moving and rotating them in the animation editor.

    Click on the purple rectangle in Zotged's .cap file. You can see in the properties that's the one with Bones. It controls all of the body parts for the player. If you click Edit in the Bones properties, the animation editor will appear.

    You're probably going to want to zoom in to work on the figure. Anyway, here's the Bones wiki page, it'll tell you what all that stuff does:

    http://sourceforge.net/apps/mediawiki/c ... e_Behavior

    Oh and Zotged, you really should rig your bone character to the box by his hips, not his torso. The hips are the center of movement. It's a lot easier to animate that way. If you rotate the torso to make your character bend at the waste then your hips go all out of whack, and then you'll need to move the torso and try to line up the hips where they were before etc. By rigging from the hips you can save yourself a lot of needless hassle.

  • Force is calculated as velocity * mass. Since velocity in Construct physics objects is separated into X and Y components, I believe you would just add them together. Don't quote me on it, but I'm pretty sure.

    But since leftward and upward velocities give negative values you would have to use abs() to make sure you're only adding positive values.

    Finally, velocity is returned as a floating point value so you'll probably want to round() or ceil() it into a more usable number. The final expression would look like so:

    round((abs(Sprite[Physics].VelocityX) + abs(Sprite[Physics].VelocityY)) * Sprite[Physics].Mass)[/code:3gyjlp4s]
    
    Here's a .cap showing the collision in action:
    
    [url=http://dl.dropbox.com/u/529356/usetheforce.cap]http://dl.dropbox.com/u/529356/usetheforce.cap[/url]
    
    Throw the red ball at the green ball with the mouse.  The force of the collision is shown in the text box.  Notice that the force can get pretty high rather quickly, so you may want to calculate your final damage as a percentage of the total force instead.  Also note that On Collision will keep triggering as long as the two physics objects are rubbing together, so you may want to give a bit of a grace period to your collisions so things aren't drained of all their health by getting pinned or something.
    
    Oh and if I'm doing this totally wrong then someone please speak up
  • Nope. It's just a simple Windows control widget.

    You can make your own progress bar with sprites or tiled backgrounds, though. A tiled background would probably be easiest, because when you change the width the left side will stay in the same position, and the image inside will automatically tile.

    You just need to set up some events to control the width of your bar.

deadeye's avatar

deadeye

Member since 11 Nov, 2007

Twitter
deadeye has 1 followers

Trophy Case

  • Email Verified

Progress

17/44
How to earn trophies