deadeye's Recent Forum Activity

  • I just was like "wth I tried smt like this and it didn't happen for me".

    After reflecting one second (not necessarily about the problem at hand ) I remembered that in my example the object was created with key presses and not button clicks.

    So I copied the creation-event of the right box, but with a "On key pressed" condition instead of the "On button clicked". I can see no flash of red!

    Huh. You're right, it does work fine with key presses.

    Looks like there are TWO problems to solve in this thread now

    And konjak, I guess you're going to have to upload an example of the problem because apparently I haven't recreated it at all.

  • Nice example, and it works great

    [quote:j8d64kv3]Actually a custom engine doesn't give you more control at all.

    Sure it can, if you make it that way. It all depends on what you're going for. Anyway, there's nothing wrong with making a custom platforming engine, and yeah one of the benefits is you can add as much control as you need, or don't need. But unless you're doing something non-standard with your engine, you might just be wasting time.

    For basic things like gravity and collision you might as well use the built-in platform movement, because it already does it for you. You can apply the fancy inverse-square math to the platform movement's speed, thus enhancing the basic platform movement. It's just something to keep you from reinventing the wheel every time you want to make a game.

    Generally speaking, the platform behavior will cover all the basics (and then some) for what you need it to do, and unlike the MMF platform behavior it's very well put together and flexible (it better be, David's been tweaking it for like two years ).

    The only time you'd really need to make a custom platform movement is if you need special logic/drawing separation like kayin for his IWTBTG engine, or if you're making something like Sonic or Flashback that has non-standard platforming functionality. For everything else you can pretty much start with the built-in behavior and just add the features that you need to it (like swimming or ladders or double-jumping or whatever).

  • I don't really see the point. So what if objects are still moving while the screen is scrolling?

    Because that's how LoZ does it, and this is an example of LoZ style scrolling.

  • Lucid's method should work, but not exactly for the reason he stated.

    Think of your frame number as "global" for your sprite. If you are on frame 8 of your Run animation, and you switch to the Walk animation, then you will still be on frame 8. If you want to change to a different frame, you need to specify.

    The Play Animation action starts the animation over again from frame 1 (whereas the Resume Animation action continues a paused animation from it's current frame).

    So this should work:

    <img src="http://files.getdropbox.com/u/1013446/New%20folder%20%282%29/Capture7.PNG">

    And in fact, I have your .cap open right now and I've changed the event to look exactly like this and it does indeed work for me.

    Why does it behave properly with jump, but not fall?

    Because you have only one frame for your Default animation. So when you switch to Jump, you're on frame one.

    Just keep in mind that the animation frame number carries over when you switch and you'll be fine.

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  • for each player

    You've pretty much answered your own question there. Make two loops:

    + For each player
        + While Player is overlapping ground
            -> Push Player out
    [/code:2jdtry09]
    
    Just be careful with nesting loops, because they can turn into CPU eaters pretty quick.
  • I was going to call it "intelligent design.cap" but I thought that was a bit too snarky

  • I get what he's saying, and I've recreated the problem:

    http://files.getdropbox.com/u/529356/creationism.cap

    Click on one of the two buttons to create a box. The box should appear blue, without any flash of red.

    The box on the left has the frame set to 2 (blue) within the create event, and it works normally.

    The box on the right has an Always event after the create event that always sets it's frame to 2, but there is a flash of red when it's created.

    Logically one would expect the box on the right to respect the order of events and change it's frame to blue in the same tick because of the Always event.

  • It's difficult to tell from your screencap because of jpg compression, but it looks like your tile is 34x36, which is not a power of 2. Correct me if I'm wrong.

    Try using 32x32 tiles... or as mentioned so many times that it has now become a rather tedious mantra, "try updating your graphics card drivers."

    Note that this problem is pretty much just for the Tiled Background object, because it has repeating textures (and even then, it only happens on some graphics cards). If you need non-standard sized tiles you could probably use instances of Sprites, some people have had success with that method.

  • Okie doke, testing now... this will be four versions of Construct installed at once! A personal record.

    Edit:

    <img src="http://i29.tinypic.com/qssdjc.png">

    Oo. This is turn great! I like Construct to I sie likedowac if you wypuszczac new wersion!

    I like you wujek and grandma! To suprise! Wujek and Grandma beda happy!

    They kiss mnie w dupa! I like that!

    //Sorry ale I zamiast Thay napisac You. To byc pomylka wielka. Ja juz zedytowac post.

    Wow

    I would say "english only please" but somehow I think this post might be confusing in any language

  • If that's the case, then it sounds like a bug. Another bug, I mean.

  • Or at least to the Completed Addons forum? (It's lonely in there... and I know there's a ton of stuff that folks can post already.)

  • + For each object

    + Object is in selected area

    -> add .x to global('avX')

    -> add .y to global('avY')

    -> add 1 to global('numSelected')

    + Always

    -> Set redcrossthing.x to (avX / numSelected)

    -> Set redcrossthing.y to (avY / numSelected)

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deadeye

Member since 11 Nov, 2007

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