deadeye's Recent Forum Activity

  • How do you get an alpha channel into a jpeg?

    An excellent point that nobody else bothered to bring up

  • [quote:8yaj7zl0]Like that one time I argued with deadeye about how to make a grid movement, anyway nevermind that.

    At first I was like "argued about what?" I had to actually look this up because I had no idea what you were talking about. Man, that was over a year ago!

    Anyway, glad to hear you got this all sorted out

  • For the stars, why not just put them on a separate layer that doesn't scroll?

    You can use a Tiled Background object for your star field (or a few if you want parallax), and simply set their offset, in effect scrolling the inside of the tile without actually moving it. Of course, the textures will have to be power-of-two in order to use the offset feature.

  • Enable unbounded scrolling and you can scroll anywhere!

    If you do this then you will have to place all of your planets, space stations, etc. at runtime (using events to set the X and Y of the objects) rather than placing them in the layout. A bit of extra work, but probably the best solution.

  • [quote:1vz97o7i]Why would one want to use lossy jpgs? well, the same reason the whole world uses it as the primary image distribution format

    Yeah, primary for photos on the web, not for games. JPG compression is crap for games. It makes your graphics look like barf. Trading off a bucketload of image quality for just a few extra kb of compression is silly, if you ask me.

  • I'm not on my Construct computer at the moment but I'm guessing that the issue has to do with the fact that you aren't really letting go of both keys on the exact same tick. So the animation is being set to whatever key you had pressed last, even if it was just for a millisecond or so.

    If that's the case then you might try a timer of sorts. If one key is let go, then the timer starts, and when the timer is done counting down it checks to see if the other key has also been let go. Then, if no other keys are being pressed, set the animation to the proper angle.

    The timer doesn't have to be very long, just a fraction of a second.

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  • [quote:n942oxc7]I know lots of people will say "program custom platofrm behaviors"

    People don't say that around here . In fact, the goal is to make the Platform behavior so complete and so useful that you would only need to make a custom movement under very rare circumstances.

    And I agree completely that the platform behavior should have "Additional X Velocity" and "Additional Y Velocity" settings (in fact, I requested this very same thing a long time ago). That is basically the one advantage that the MMF2 Platform Movement Object has over the Construct Platform Behavior.

    It's pretty much the only thing that MMF2's platform object can do easily that Construct can't do, without wrangling PV's around and manually updating the speed of the Platform behavior.

    I noticed that David has put in a similar feature into the Custom Movement behavior (you can add velocity in addition to setting velocity) so maybe this could be something to consider for the PB as well?

    Just in case anyone is wondering what the use of such a thing might be, let's say there was an "Add to X Speed" action along with the existing "Set X component of motion" action. Then you could do this to make an easy conveyor belt:

    + Player is overlapping Conveyor at offset (0, 1)
        -> Player: Platform: Add -200 to X Speed
    [/code:n942oxc7]
    
    It would take just one action to make a conveyor belt that moves the player to the left.  Currently you would have to create a system to override the normal movement of the player and hard-set the speed to playerTargetSpeed + conveyorSpeed, which can be a pain if you want to retain natural acceleration and deceleration of the player.  You're looking at a series of events to handle the whole thing rather than just one action.
  • I get those too occasionally. I've never gotten them with my own projects though, just other people's.

    Another one I get is:

    No disk in drive
    [Abort] [Retry] [Cancel]
    [/code:24z8mvi9]
    
    But it doesn't matter which button you click, the game will start anyway.
    
    And again, it's never happened with my own projects.  It only happens when I'm running other people's.  I've never been able to isolate what causes this so I can't really write up a good bug report on it
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  • Moved thread from Construct Discussion to OT.

    Why the HELL do I have a pony av?

    I'd venture to guess it has something to do with this:

    [quote:1262kw5u]I like ponys, pink ribbons, and Rick Rolling Admins

  • > The main advantage of the platform behavior is its perfect

    >

    Brave words from a man who's behavior accounts for over 5% of the total bugs submitted to Construct, ever!

    He's trying very hard

    I think David deserves a cookie

  • EDIT: I created a CAP out of the game I have and it retained the strange error. I'd still like to know what causes it, even if my workaround is mostly better and tidier. Hopefully you can comprehend my code:

    http://www.konjak.org/creation.cap

    I've isolated the problem, and I think it has to do with this:

    The way it is, though, is that when you create an object, it doesn't really exist until the end of the next top level event or trigger....

    (A top level event is anything which is not a subevent of anything else - I can't remember if events in groups of events count)

    I guess groups do count after all, because I moved all of the necessary events outside of the group into the top level of events and it works fine. Check it out:

    http://files.getdropbox.com/u/529356/creation2.cap (0.99.3)

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deadeye

Member since 11 Nov, 2007

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