deadeye's Recent Forum Activity

  • If I got it right, if I want to change a specific sprite, I should pick it singularly instead of the family, but where I need to address a number of sprites, I should use a family instead?

    Not necessarily. Just because you have Sprite1 and Sprite2 in the Foo Family doesn't mean you have to pick Sprite1 by the family, nor does it mean you have to pick Sprite1 specifically in order to exclude Sprite2.

    For example, Sprite1 and Sprite2 are both in the Foo Family. All Sprite1's have the value '1' in their 'myNum' variable, and all Sprite2's have '2' in their 'myNum' variable. You could pick all Sprite1's like so, if you wanted to:

    + Foo.Value('myNum') is equal to 1
      -> Do stuff to Foo
    [/code:2n03pgje]
    
    It all depends on what you need Construct to do.
  • I think the new style of the graphics is fine (more than fine... it's awesome ), however there are some readability issues with the contrast of the image. The dark parts of the girl's suit are the same value as the bushes she's standing in front of, and it's hard to make out. If you kind of squint your eyes slightly it appears that it's a few patches of white floating in front of the bushes. For a still image like that it's no big deal, but for a game in motion a greater separation of contrast would help keep track of the player.

    Adding to the effect is the color saturation of the background is very close to that of the player, which is another thing that can cause the player to "get lost."

  • I'm not entirely sure without seeing the .cap file, but I just did a quick test, and if I add a tiled background/sprite with a solid attribute, I can't pass through them with the Grid behavior.

    That's true, but it appears that only works with keyboard input. If you manually tell the grid object to move spaces, it ignores the Solid attribute:

    http://willhostforfood.com/users/deadeye/porkman.cap

    For a Pac-Man style game you'd need that manual control because Pac-Man always moves in the last direction pressed.

    But after playing with the Grid behavior in this .cap, I don't really think it's suited to a Pac-Man style game anyway... Pac-Man can turn on a dime, and Grid movement won't change direction until the object has reached the grid space it's heading for.

  • Here's a couple tools I've found useful:

    • SFXR: The best tool for making your own 8bit sound effects for video games. Highly recommended, if 8bit sound effects are what you're after. And it's free.
    • Audacity: Sound editing software. It's good, but not great. Then again, it's free. Oh, and open-source.

    Um, can't think of any others I'd recommend right now that haven't already been mentioned. I've heard some good things about Graphics Gale if you want a program dedicated to pixel art. I haven't tried it myself, though.

  • It would come in handy every once in a while, I think. It wouldn't even have to be anything more than a blank text box that does nothing but save what you type in it.

    Or if you want get fancy, objects could have a "notes" button that, when clicked, pops up a little note window. And the button could highlight if there's a note present. And James Earl Jones could come by your house and read them out loud for you.

    Okay, maybe not that last part.

  • "On animation finished" should work (and does most of the time), though earlier I was trying to help Candescence with it and for some reason unknown reason it wasn't working for one specific thing.

    Maybe you could post your .cap? Then someone can take a look and make sure it's not a bug.

  • You can do it with the System object. There's a general "Compare" condition that lets you access the expressions for objects if there isn't a built-in condition for them.

  • Whoohoo! Terry over at TIGSource scanned the whole page and posted it

    <img src="http://www.b3tards.com/u/2951c544e5d930f23b20/pcgamer197_tcr.jpg">

    Click for the full page (linked for size)... The Lake was also mentioned

  • Whoops! Looks like you got the old version before Construct v0.98 came out. It has old code that isn't necessary any more because moving platforms are now automatically recognized by the Platform behavior. So either you downloaded it before I made the update, or you got it off the wiki (which doesn't appear to have been changed yet).

    You need the version of Lesson 4 in the first post:

    And I'm afraid I don't know what you mean about Lesson 5. I can move to the right just fine. Is anyone else having this problem?

  • I suppose you could use the Image Manipulator to load those sprite sheets and crop desired tiles, then copy them to sprites.

    I'm pretty sure he means he wants to do that in the IDE, not at runtime.

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  • Sorry I missed the whole conversation . Yes, I stored the sign text in a variable for each sign. In restrospect maybe I should have come up with a different solution... they're kind of a pain to edit that way. Oh well, live and learn.

    And I guess I didn't take repeated viewings into account. I suppose it would be a bit tedious to play through again if you just wanted to check something really quick. Perhaps I'll whip up a readme for each one that has all the sign text numbered in a .txt file or something that you could download separately if you want.

    Thanks very much for the Platform School lessons...

    I've found lessons four and five a bit out of my league at the moment.

    You're welcome . And if there's anything you'd like me to cover in more detail, let me know.

    Looking forward to seeing Charlie swim next lesson.

    Well, the next lesson might be a while. I haven't yet drawn Charlie's swimming or climbing sprites . I also have to draw a ladder, but I already have some animated water sprites I can scrap from an older project (the same project I took all the ground tiles from... it's not going to get finished, so I might as well put them to use).

  • Thanks for trying dataflashbot.

    If anyone can get me a clear image of that magazine page I'll be most grateful.

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deadeye

Member since 11 Nov, 2007

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