lucid's Recent Forum Activity

  • nope, just gotta figure it out when you first come to it. narrow it down to the exact cause before your game gets too big or then you have bugs everywhere.

  • Its not the animations ,i toned them down all the way and still i get the dreaded memory id block error which CS chucks at me.And the collisions switches off randomly and the games goes out without any notice.And when the character respawns it loses its collisions or freezes up.this after i toned down all those frames.Some events wont even play on the next layout even though it worked perfectly on the previous layout.

    Well at least it runs at 60fps and not at 15 fps anymore lol.

    you should post these types of problems at help/tech support. there may be people who have had some of the same problems in the past, or can help you troubleshoot them. Also posting bug reports is a good way to get individual bugs fixed, once you can confirm it's a bug and narrow down what causes it to happen. there are still bugs being fixed in every new version. This is the bugfix todo list.

  • you look different today gullanian...did you get a haircut?

  • yeah, I'm gonna go ahead and completely disagree with dravenx here.

    it's finicky, and certain things you have to be careful with. ashley and gul admitted to it's lack of stability, not to a complete inability to make a large game. but people like arima, and davio, and arsonide have all made projects that have gone well beyond the point you're making it sound like.

    Those are some of the more experienced developers here, so it shows that learning to work around some of construct's issues is key. But you're making a blanket statement, an inaccurate one, and then telling people to "let it go" when they disagree. You definitely have a right to speak your opinion, but I personally don't think you're qualified to give the end all be all statement to c09x's suitability for large game creation.

    also, there's no engine in the modern world that can handle hundreds of frames with very large sprites. Look at streetfighter 3 and the last king of fighters, only 2 characters on screen plus backgrounds, and the animation isn't really smooth at all. they have very few frames so it can all fit in vram. if you want huge characters with smooth animation, you need to use bones or your own custom bone system. That isn't a c1 limitation, it's a 2d graphics limitation. that's why all the spectacular looking 2d games with large characters use distorted sprites, and bone animation

  • here's your problem:

    <img src="http://dl.dropbox.com/u/1013446/looky.JPG">

    you accidentally put 2 "on 2 pressed" events

    the second one sets the weapon variable to 3,

    therefore the event with 2 selected never triggers

    probably an oversight when copypasting

    happens to the best of us

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  • http://dl.dropbox.com/u/1013446/schain.cap

    s version of this

    left click to add links to chain

    right click to delete links from chain

    s would become increasingly helpful if you tried to increase the complexity of this example, for instance, to add multiple snakes and manage each one separately, or if you wanted to be able to paste objects onto the snakes' segments, so they move like they're attached to the segment, or a little simpler to implement: to be able to drag and drop pieces of varying types onto the snakes, to add a new segment of that type where you dropped it.

    unfortunately, s is hard to read if you don't already understand it, but in cases like those, it would most likely take pages of normal events, with global variables and stored UID values galore

    with s, it'd be just a few more events.

    if anyone says they're interested I can show an example of one or more of the above

  • I need to get my emu 1820m repaired. it was expensive new, and they don't make them anymore, so it's not something I can just replace with a new one. I think the problem is simple. it has a bunch of bulging capacitors on it, and I want to get them replaced. apparently, bad capacitors is a common problem with them. I am horrible with a soldering iron, so doing it myself is not an option.

    basically, are there any major outlets that do this kind of thing, or just local businesses, and how much should I expect to pay to have it done?

  • I think a warning msg should pop up instead of an error msg with the options

    Ok (which just proceeds with the conversion)

    Cancel (so you can change it)

    Or

    Don't show this msg again (with the options :for this variable, for this session, for this project, ever)

  • i disagree about tangled being good.

    I'm not trying to rain on your parade, just give a different point of view.

    I thought there was too much singing, the songs were so cliche disney, one even goes so far as to borrow a short line of lyrics from Alladin's magic carpet ride song, after it started out sounding like a parody of it.

    The characters were 1 dimensional, as were their motives. And it was the most cliche disney movie imaginable. princess falls in love and marries unlikely hero. So little girls out there in the audience, make sure you understand after a day's adventure, you should be sure you want to spend the rest of your life with them.

    but I digress. I walked away from the movie theatre rolling my eyes. It was completely cookie cutter disney. on a happier note, I thought despicable me, how to train your dragon, and toy story 3 were all ridiculously great though.

    good to see dreamworks take on deeper story telling

    .

  • What about 13?

  • ok thank you.

    I can definitely see why all the fuss about exe support even more so now.

    when c2 was still a glimmer in your eye, there was a survey about 'which 2 platforms' wasn't there?

    just curious, if exe is a definite planned feature? and would it more likely be after c2 is total and complete html5 working, or at a certain point will the second platform be added and progress along with html5 toward the initial fully functional version

  • yeah, I agree with the general consensus.

    at first I had the same thought as you, when I first got here.

    basically. Oh, behaviors are nice for people who don't have the know how to do this on their own.

    but it's so customizable, there's really no reason not to use them. the result will be basically the same. you just save yourself alot of time, and have the convenience of instantly beginning on the things that will make your game unique. anything you can add to a platform movement you made from scratch, you can add to the object using platform behavior

    alot of people tout custom movement as a way to make more unique versions of behaviors. I personally see it more as a way to make behaviors that don't exist.

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lucid

Member since 16 Jan, 2009

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