lucid's Recent Forum Activity

  • pyteo : Lovely pixels I can see myself playing this on DS :p.

    Btw, is it me or does the door have eyes? xD

    Even the walls have eyes...

    Speaking of eyes, that looks great ize

  • THANKS FOR THE UPDATE!!!

    lucid: Physics now works well for me with your patch. Thanks

    PD: The platform behaviour player 2~9 don't work, weird moves to the right side of the screen

    (I don't know how to post this in the tracker)

    And this didnt happen in v 99.7?

  • Draven, is that v99.7's platform movement?

    When I get home, ill upload a different one for you to try

  • can anyone else try this, and tell me if it works for them.

    just hold down arrow key and press shift, and see if it let's you jump down through the ground.

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  • I apologize. I don't know much about the stability of spritefont, other than that it's definitely unstable when used in certain ways. I think it might have been my first plugin, I was definitely very new to c++. the code was extremely disorganized, and horrifically deformed. And I've also lost said source code, so I can't fix this, and I have no time at the moment to rewrite it. At some point in the future I would like to make a stable spritefont for c1 and c2, but this is not it.

    However, there is some good news. minor says he's used it in many games with no problems whatsoever, and he's written a how-to. Try that before giving up. Also, in all my personal tests I had no problem with spritefont. it could be minor's using it the same way I did.

  • hmm...do you have version 1.0, or were you one of the ones who got 1.1 to install and not give you problems? I just tried it with my copy and it works. I hold down, and hit jump, and they fall through.

  • Not sure how hard it is to implement though

    for right now, not really possible. there would have to be an official plugin repository somewhere, which there isn't, it's just everybody uploading to wherever

  • definitely definitely a separate non construct native Save action, and also an expression to get any data that will be saved in case you want to integrate it with a different game save system.

    Also, by 2 options, did you mean that the story engine will have both as an option? or that you're trying to decide which now, because I can definitely see how both would be useful

  • ...I believe you won't be able to pick it after the event where it was destroyed is over...

    ...you're right in saying that objects are still "pickable" until the end of the tick no matter what...

    Well I was wrong about the pickablility for the remainder of the tick, but you were wrong about me being right about it. So...

    ...glad I could help!

  • Objects are not truly destroyed until the end of each tick. Its somewhat of a design flaw of construct. So, you can still access the location, pv's, etc, for destroyed objects until the end of that event sheet, though I believe you won't be able to pick it after the event where it was destroyed is over

  • I tried a little searching about gtx cards having problems with textures on google, and didn't turn up anything yet except isolated instances usually due to cards overheating, so it's still a construct specific issue at this point

  • I've brought it to their attention, should be removed soon. also, just so you know, if you

    download this version

    and then

    download this(1.7MB), and copy it to Construct/Plugins/Runtime/ directory. When it asks, say yes to overwrite the file that's already there. Then your Construct will be at r1.1 (sans installation problems of course).

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lucid

Member since 16 Jan, 2009

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