deadeye's Recent Forum Activity

  • Thanks but no thanks, Thomas... I need to change the versions periodically and I don't want to be beholden to anyone for hosting. I need control over where they're hosted, and when they change. I already bug Ashley about hosting the files on the site every time I update. And if I can't get in touch with you for whatever reason then you'll have outdated files.

    It's taken care of, for now anyway.

  • Looking pretty good so far, man

  • Thanks SuperV, but I need a way to manage the files.

    Anyway, WHFF is still struggling with their file issue, so I updated the first post with box.net links. They're not direct links, but I can't find another decent host that does direct links :/

  • First I haven't found anything explaining

    "" & Sprite.Value('var')[/code:26ywxdpp].
    Ok ampersand means add to the variable, but [code:26ywxdpp]""[/code:26ywxdpp] means huh?
    

    Well... image points can be referred to by name or number, yeah? And they're named 1, 2, 3, 4, and 5. So I added "" to indicate that it was a string, so as to reference the point by name. Then I put in & which is the string concatenator.

    Second, every time I add a private variable, it automatically creates an initial value no mater what I do.

    So change it in properties. Different instances of objects can have different values in their private variables in the layout.

    Or, as I mentioned before, with a loop at runtime. Either way will work.

  • Or use magic pink.

    Okay:

    http://dl.getdropbox.com/u/529356/fivepoints.cap

    No, seriously... it works. Give the sprite a variable, and number them 1 - 5. You don't need to use UID. Hell, you don't even need to make five copies of the sprite in the layout... you could Destroy On Startup and make a loop that creates five sprites and numbers their var 1 - 5.

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  • Hey now, I haven't been unsuccessful. You can't be unsuccessful if you don't actually try

  • Give the sprite a private variable and number them 1 through 5.

  • Try linkman's IK Solver plugin for the arms, instead of using bones, and just use bones on the legs.

  • I'd like to be able to toggle whether the control scheme for the Platform behavior is default or inverted at runtime. I attempted to create my own manual control scheme to overcome this (by setting input to "Ignored" and moving the platform object manually), but I ran across this bug:

    https://sourceforge.net/tracker/index.p ... id=1003219

    Yes, the bug needs to be fixed anyway, but fixing the bug doesn't fix the inverse-control toggle issue. If I make a manual control scheme for Platform by setting the input to ignored, then I have to create my own acceleration events as well .

    Also, David... don't forget about the "Mover" attribute we talked about

  • I've already posted a bug report on this. Two, actually

  • It does mention in that same lesson that you can change the controls in the application properties

  • That's a good point. I believe David had been working on some kind of tile system, but I think other things got prioritised over it and it's not quite finished yet.

    He was, I have the alpha plugin . It's pretty buggy right now though.

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deadeye

Member since 11 Nov, 2007

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