deadeye's Recent Forum Activity

  • Normally I would say don't do that but it's Jeff's thread so I don't care.

  • It's an object. You add it to the layout like a sprite, or any other kind of object. It has actions, conditions, and expressions that allow you to manipulate text, of all things.

  • You're using plain "overlapping" events. I'm surprised it works at all. Those physics objects shouldn't be overlapping in the first place.

    You should use Overlapping at Offset, you'll likely get more consistent results.

  • Time flies like a clock.

    Fruit flies like a banana.

    Also: is there a way to toggle/change options on layer effects?

    No, not yet. As for the other stuff... I dunno.

  • By "from the ground up" I assume you mean you find it easier to make a tile engine by coding it from scratch with some programming language or another? Eh... okay then.

    Seems to me that you could make a tile-based level editor in Construct that does what you want in a mere fraction of the time it takes to code a custom engine. But hey, whatever floats your boat.

    And nobody is putting you down, I was simply stating a fact. If you'd stuck with it you'd have something made by now. Instead, you're taking the long route by looking for shortcuts.

  • He did go into more detail in Help/Tech. But you're right, it is customary to link back to the originating thread, not to mention much more helpful.

  • What's an OSU beat-map file? Is it just plain text? How is it parsed?

    If it is plain text, why would you need Python? There is a file object, a text manipulator, and various other things that can help you get the data and sort it with events.

    If it's not plain text, you will likely need some kind of custom plugin to read the file.

  • This looks like a bug, post a bug report.

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  • Are you sure you want to? It's pretty ugly looking .

    Of course, I made the buttons ugly on purpose. For two reasons... so people would be compelled to draw their own, and because I'm lazy.

    But yes, you can include it as a template if you like. I don't know what you'd do with the .rtf though, and the .cap itself doesn't have any comments.

  • Seems to me that capturing the screen with an action could have its uses.

    I believe deadeye made something where the thing saved a screenshot.

    I also invented the toaster, and socks.

    You can thank me with piles of money.

    (No, I never made a screenshot-saving thing.)

  • Yes, it is possible to make a platforming game engine just using physics. See here:

    It takes some work, though. And there are a lot of little things you need to do to tweak it just right.

    What sort of interactions do you need? Perhaps you can fake it with another means. If it's just something like you need the player to thrown a physics-y ball, then that's easy. But if you need lots of movable stuff that pushes the player around then yeah, you'll probably need to ditch Platform and use Physics. Just keep plugging away at it.

    And if you're having trouble with one particular bit, go ahead and post your .cap so someone can take a look. Vague descriptions like "I've tried this by adding force, but it freezes" don't help much.

  • Haha, I love how the Chief throws water fountains . Awesome.

    Too bad you didn't have time to make any backgrounds, but good luck on the grade

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deadeye

Member since 11 Nov, 2007

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