deadeye's Recent Forum Activity

  • It looks to me like the On Control Pressed trigger is triggering immediately the first time the wall cling happens which causes it to jump immediately. Strange that it's just the first time. Looks like a bug.

    It might have something to do with this change in v0.99.7:

    [quote:1jyhiv2s]- [CHANGE] Rewrote the event exporter that handles preprocessing of triggers. New design is very easy to maintain and flexible, but if anyones events stop working right this could be the cause of it. Davo has promised to upload a video of him slapping himself to youtube if this does not work.

    Anyway, I changed events around a bit so that the trigger is at the root level of the event and it works fine:

    http://dl.dropbox.com/u/529356/platform_testing2.cap

    I also took out your detectors. You don't need them, the Platform Behavior has built-in wall, floor, and ceiling detectors that you can use as conditions. Also, there is always the "Overlapping at offset" condition for sprites. Wall detectors like this are pretty much useless in Construct as far as platforming goes, they're just taking up space in your layout and event sheet.

  • Yes, the hotspot is what is causing the physics object to rotate improperly. Right now Box2D likes it's physics objects to have their hotspots centered. I believe it's an issue that David is aware of.

    Anyway, you don't manually move or rotate physics objects or you will get strange results. To rotate a physics object you add torque or angular velocity with the physics actions. Why do you need physics on the cannon anyway, if all you're doing is setting it to immovable and using other methods to move it?

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  • deadeye: Oh, right timedelta. Um...i read about that and how everyone should use it but i couldn't figure it out. Should i be using it?

    Behaviors like Platform use it automatically. You only need to use it "manually" so to speak when you are moving objects around with your own custom events, or if you are making any time-sensitive stuff like, uh, timers I guess.

    All it does is make things framerate independent, so they're not running faster on faster computers.

  • Uhhhnnn so much work...

    So lazy...

    Fine, I'll see what I can do about it. Don't hold your breath, though... it'll probably be a couple of days before a list is up.

  • Yes, people really should be posting all of their completed plugins in the addons section. Unfortunately, we can't really make them do it. There are a lot of other plugins and effects that people have made that are missing from there, and they're posted all over the forum so collecting them all into a list would be kind of a chore.

  • Ah, I see what you mean about the platforms now. It took me a while but I managed to fall through one.

    It looks like a bug in the platform behavior. It appears that the player is timedeltaing right through the top edge of the platform so a collision isn't being registered. If there isn't a tracker item for it then I'll add one, I know David wants to make the platform behavior as good as he can.

    Edit:

    Sending this example to the tracker:

    http://dl.dropbox.com/u/529356/vertical ... %20bug.cap

  • Also, since you seem to be a seasoned Constructor, how would you make the moving platforms? I seem to be having trouble getting the player to land on them correctly.

    They seemed to work fine for me? v<img src="http://www.scirra.com/forum/images/smilies/icon_confused.gif">v What is the issue you're having? Or course, I couldn't even get on the second lower platform in that last screenshot I took so maybe that's where people are having problems?

    Also, if you're using 0.99.7 or above there should be a fix for jittery players on vertical platforms. Is that what you mean? Like I said, I didn't notice anything odd.

    And, i'm sure you noticed this, but the music will sound different every time it restarts. I tried using the "play music from file" option in the AudioX object, but then it seems to start the song twice. So, i had to use "autoplay sound from file" for the music. Any ideas?

    Don't know, I'd have to take a look at your .cap. You can pm it to me if you like, just bookmark or comment the sound stuff.

  • Game is so hard. I don't need this kind of aggravation in the morning

    Why why why mines everywhere and those things jump too fast and argh!

    <img src="http://i50.tinypic.com/jka7tl.png">

    Do you know how long it took me to pass this screen? And then I died on the next screen and the game glitched and just started restarting the music and level over and over again and I had to close it.

    Second time through I gave up here:

    <img src="http://i50.tinypic.com/oiddmw.png">

    TinyPic renames images, but rest assured I saved that screenshot as "fuckthis.png." HARD GAME.

    Quite well done, though . Just not my cup of tea.

    I would love to see a video playthrough if you want to record one

  • No need to thank me if it didn't work.

    Post your .cap so someone can help figure out what's wrong.

  • Here's a timesaver tip:

    If you make all of your sprites in another drawing program with a magic pink background, it will automatically turn all the pink transparent when you load it into Construct.

    Of course, this doesn't work for aliased objects. Then you should be importing .png with transparency.

  • You should use Containers for that instead of Families. This is pretty much the sort of thing they were made for.

    http://sourceforge.net/apps/mediawiki/c ... Containers

  • [quote:25iali9h]I don't understand much of the "random" function

    Look at it this way:

    If I tell Construct random(6) then every time it reads that it's going to roll a six-sided die. (The numbers on the die are 0, 1, 2, 3, 4, and 5.)

    If I tell Construct random(473) then it will roll a 473-sided die.

    You can use this for comparisons.

    System: Compare: random(10) is equal to 1.[/code:25iali9h]  Construct will roll every tick, and on every tick that 1 pops up, the event will trigger.  I believe this is what Daiz was meaning in his post, he just wrote in shorthand.
    
    You can use it in other expressions too, like actions.
    
    [code:25iali9h]+ Always
        -> Sprite: Set X to random(640) + 1[/code:25iali9h]
    
    Every tick the sprite will set it's x position somewhere between 1 (because of the +1) and 640.
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deadeye

Member since 11 Nov, 2007

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