deadeye's Recent Forum Activity

  • Also keep in mind that if you do install a font (like Hideous did with Banana Flip) then Construct can't find the font unless the user logs out and logs back into Windows before running the game. I don't know what can be done about that, though.

  • Weird bug found:

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

    I was making up a test to show the difference between System: Compare and an object's Pick by Comparison conditions when I ran into it. The Pick by Comparison seems to be selecting the incorrect instances of objects.

  • Whoa, I guess I just skated right by that bug . Glad there's a fix for it though.

  • Just a heads up, but if SNES style art is what you're going for then those graphics are much too hi-res.

    Will give the gameplay a shot later...

  • I'd like to give David a thank-you for fixing the gravity directions on the platform behavior, even though it doesn't appear in the changelog

    Okay, I was all set to swap my placeholder sprites, but if I now double click the sprites, the picture editor won't come up at all anymore. Bug?

    Confirmed. Double-clicking a sprite in the layout or in the object bar does not open the image editor. Double-clicking a frame in the animation bar does, however.

    And double-clicking tiled backgrounds works fine, no problem there.

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  • scirra.com/phpBB3/chat

    It's in the top title bar, but only in the default theme.

    And Czar Green

    Which is the best theme anyway.

  • Ugh, found a bug when trying to make my own flashing work:

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

    Anyway, I'm also having problems with an alternate method of flashing a sprite:

    http://willhostforfood.com/users/D/deadeye/flash.cap

    The blue sprite is meant to turn invisible every 150ms, and turn visible every 300ms. It does work... but very poorly. For some reason it's flickery and inconsistent . This is for my tutorial, so I'm looking for the most concise, simple, and non-hacky-workaroundish method possible for flashing a sprite. Having the "Flash" action work based on milliseconds would solve this perfectly.

    Could use the timer behavior, also.

    I did try that, and ran into another bug. I'll try to recreate it and post that a bit later on. As I said before though, I am looking for the most basic and concise method for the tutorials, and honestly using the timer behavior just seems like overkill. It's a workaround that simply wouldn't be necessary if the Flash action were updated.

  • I wasn't even sure if those objects were the right ones to use.

    There is really no "right way" to make something like this, simply efficient and inefficient ways. Tinker around with it a for while until you're satisfied with the result.

    As for dynamically sizing the boxes, I believe there was some talk about an upcoming feature for changing the text box size based on it's content. I'm not 100% sure though, perhaps a forum search will help you out on that.

  • You could try being more specific with your problem. "In places" is pretty vague. The bone animation editor is a place, you could change the frames there.

  • Welcome

    Right now there is no way to remove a hinge or set the Immovable attribute at runtime, I'm afraid. But they are worthy additions so you could request them as features.

    If not, could someone perhaps tell me how to emulate this? What I'm trying to do is have static objects placed around the playfield and when a certain event occurs, apply physics to them.

    Could you perhaps be more specific in what you're trying to do? What sort of static objects? What sort of physics are you applying? Are you dealing with gravity? Do you just not want certain things to move until told, or do you want everything freezing/moving in unison?

  • Does frame rate effect it?

    edit: yes it does

    Well, that's no good

    All the more reason to change it to milliseconds. I hereby officially request this change

  • When setting a sprite to Flash, the options are for "Frames" and "Frame interval." What exactly constitutes a "frame?" If I wanted to flash a sprite for 3000ms, what would I put?

    And wouldn't milliseconds make more sense, since everything else is done in milliseconds?

    Edit:

    Hmm, I think I've figured it out... if I want three seconds of flashing, I set it to 180 interval? Does that sound right? Confirmation, please

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deadeye

Member since 11 Nov, 2007

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