alastair's Forum Posts

  • Doesn't matter any more, with Steam Greenlight coming out in a month.

  • Duplicating actions & events is a great way to save time when you can use "back" and "next" (bottom right of the window), to quickly change the object you want to apply it to however it doesn't work when you do it with behaviours even if the new object you're trying to apply it to has the same behaviour.

    Example:

    _

    <img src="https://dl.dropbox.com/u/1024727/c2/back1.PNG" border="0" />

    1. Making a copy

    _

    <img src="https://dl.dropbox.com/u/1024727/c2/back2.PNG" border="0" />

    2. Here I've gone to edit action, then clicked back and selected a new object then gone next again but it hasn't highlighted the action I want (chose the first on the list instead).

    _

    <img src="https://dl.dropbox.com/u/1024727/c2/back3.PNG" border="0" />

    3. Wrong action! Since I gather back/next feature was to save time, you usually do this quickly and sometimes forget to highlight the correction action for behaviour related ones.

    _

    <img src="https://dl.dropbox.com/u/1024727/c2/back4.PNG" border="0" />

    4. What it should look like.

    ______________________________________________________

    ______________________________________________________

    I also have a small feature request that would speed up eventing A LOT!

    <img src="https://dl.dropbox.com/u/1024727/c2/back5.PNG" border="0" />

    Instead of using back/next we could just double click on the object area to quickly open a window with the objects, so you can assign the action to a different object instead of going back and forth!

    ______________________________________________________

  • Or you could save it to a dropbox folder :P

  • They've had a break this week, so probably a few weeks.

  • Not really any interesting questions there for experienced Construct users.

  • rexrainbow oh I thought it was from this topic:

    construct.net/en

  • Oh thanks rex! I missed that somehow.

  • Do you think you could make this work with a hex grid? You'd maybe just make 1 side of it allow for cutting corners and the other not, I think anyway.

    Here is a pic to show difference between hex and sqaure grid:

    <img src="https://dl.dropbox.com/u/1024727/c2/hex.PNG" border="0" />

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  • Trshoid only has ~150 objects, should run fine for everyone.

  • I added another sprite to a family in version 99 and its working fine for me, everything family related appears to work the same.

  • There's a lot of devices using Tegra 3 now, I hope HTML5 works decent on it.

    Its almost at 2.7 million now, lols.

  • This could be pretty cool, wouldn't mind playing my game on it (I dont like touch screen thumbsticks). I hope they do clock the processor higher than tablets though.

    They want it to be very open and they invite hackers to do whatever, but then whats the point of selling things on it?

  • Thanks for the capx, here it is directly:

    angle_angleofmotion.capx (r93)

    Ashley said in that topic something pretty strange which makes me think this bug is meant to be an obscure nonsensical feature, since he doesn't want to have to fix his old project:

    There is also one exception: the angle of motion is still set to the object angle on the first tick of the behavior. This is to preserve compatibility with existing projects like Space Blaster

    I just hope I'm misinterpreting and that this will eventually be fixed.

  • My bullet's angle of motion is being affected by the display angle, despite the setting I chose for the display angle to NOT affect the angle of motion.

    <img src="https://dl.dropbox.com/u/1024727/c2/bulletbug.PNG" border="0" />

    <img src="https://dl.dropbox.com/u/1024727/c2/bulletbug2.PNG" border="0" />

    It's as if the set angle of motion action does not exist in my code. It does however work fine when I remove the "set angle", but it should be capable of doing both.

  • Nice!