Aeal5566's Forum Posts

  • A path movment is already in the works for .99 I believe, and if not than its already pretty easy to implement with RTS and a bit of coding.

  • Under private, you'd see the objects that actually have private variables assigned to them, so you could roll them out like a folder and you'd get access to their private variables.

    There is no point in moving private variables away from the objects they are linked to. i think if they were to make it into the bar they should go in under the object itself not jumbled in with the global variables.

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  • I used MMF to make one game with my friend and I did not really like it's UI was overbearing and to hard to make changes in. So I get an email from my friend and it links to hear and ive been here ever since.

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  • All bugs go to the tracker = http://sourceforge.net/tracker/?atid=10 ... unc=browse

  • Even if it doesn't load instantly it should still load eventually. I cant ever access the keys in the hash table they never load no matter what...

  • Im using hash tables to load in values for my project. There is an auto save feature that will automatically update the table's save file but I have a problem loading in the saved keys when I load a file on the start of the game when the hash table is loaded none of the keys get loaded in with it. Maybe im just confused about how this should work but I thought that if I saved the keys then I would be able to load them back in. or maybe Im just doing it wrong .

    My basic syntax is

    -on function load -> load hash table

    --If key exists ->set variable here

    but the key is never loaded because the has table will not load...Ive looked in the debugger and there are no keys in the hash table object....

  • I think this has to do with the fact that it is a windows control Ive noticed that other windows controls will always be rendered on top of all other object so when you hide the layer that they are on they wont be hidden the same is true for the edit box and possible other windows objects.. I would suggest making your own progress bar with a gradient or a tiled background, not only because you could hide the layer they are on but also they could match you game a little bit better.

  • Ill be looking at the AI later but it looks good deadeye

  • Kotaku is one of the biggest game blogs I know and tons of people go there daily.

  • I wouldn't do it like that personally I would make it based on the animation frames with a trigger once condition.

    +Animation Frame = X

    +Trigger Once

    --Play Sound

    That way its time Independent and has no chance of being screwy with the clock.

  • Do you have the cap so we can take a look at it im not sure you need to set up Ids for the objects.

  • Its not a bug...

    All textures are loaded into vram at run time. There is no way to change this at the moment... but is a future feature in .99

    and as for it still crashing when you delete the last animation and then you run the game again it will still crash because the animations you deleted are still being loaded at runtime. in order to support undo and stuff like that Construct has to save that stuff in memory in the event that you want to undo the deleted animation. So for some reason it is still loaded when you load a preview. i dont know if it is supposed to do that.

  • Great job our game imported fine and every thing works just like you would expect it too. Great job Rich with the realease I stil have yet to play with the time line object but overlapping and stuff works great.

  • I think that Stable and unstable builds will defiantly pay off in the end.