Arima's Forum Posts

  • You can sort stuff based on the y position by adding all the objects that need to be sorted to a family, then use a for-each ordered condition using family.y and send the family to front or back(can't remember which at the moment).

  • [quote:1qba7m81] that's badass. so how far away the circle is changes the spread, too. looking forward to updates on that

    Thanks I'll post more when it gets somewhere closer to done...

    I'm not sure why it's not playing correctly, it should be a standard mpeg1. I can encode it as something else if people are having trouble watching it.

  • So much awesome stuff in these threads! Here's one of mine

    It's not done, in progress, etc etc.

    http://www.amirai.net/TA/movies/shmup.mpg

  • When I run my game in unlimited mode, I get about 100-120fps. When I start my game (when it's vsynced), it's running at half the refresh rate of my monitor, unless it's 60 hz, when it runs fine. So if my refresh is 100hz, it's running at 50fps, if my refresh is 60hz, the fps is 60. If I leave the game running but don't do anything, it stays at 50. If I start to do some stuff in the game though, sometimes it goes back up to 100.

    I'm guessing vsync drops the framerate to half to keep things smooth if the framerate dips below vsync? Is that correct? What causes it to try to up the framerate again?

    Also, what are batches?

  • That might be why modelers use the term 'rigged'.

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  • I'm a little confused - I wouldn't expect construct itself to be ported to other platforms, but is exporting the game to run on other platforms still planned?

  • I've emailed the .cap, and what you suggested worked! Thanks!

  • I have two objects, a sprite and a target sprite for the first sprite to move towards. Sprite is in the family 'enemy' and the target is in the family 'enemytarget', and they are both in a container.

    If I tell an enemy to look at enemytarget, all instances of sprite look at one target sprite. This happens even when using for each.

    Why aren't the objects being picked correctly?

  • Very nice, man - how'd you do the penumbras?

    On second thought, don't bother explaining. I doubt I'd understand.

  • The gradient object has an action to fade from one color to another. Would it be possible to add that function for sprites with the color filter effect?

  • I use 'key is down' and 'trigger once' together because of the triggered events not running in the normal order of the event sheet.

    Why is that, btw? What's the point of having triggered events not run in the normal order of the event sheet? All it seems to do is screw up the order, which messes up the code sometimes, since the order the events are checked/run is important - why reorder them?

    For that matter, why are some conditions 'triggered' and some not? What's really the difference between 'on click' and 'key is pressed'? What makes an event a 'triggered' one instead of a regular one?

  • A few questions: Would it theoretically possible to export to not only mac and linux, but potentially XBLA, PSN, Wiiware and the iphone? I know getting a game on those isn't as easy as exporting it and posting it (certification requrements, etc), but it would be a big step in that direction. Am I correct in assuming construct would be capable of exporting to all of these platforms as long as someone coded the exporters? Though, there would probably need to be a lot more plugins for the various input devices as well.

    Also, what's the status on mac/linux export? I recall something about first SDL, then allegro. Is it a post 1.0 feature?

  • You could even make that one variable. Use 'name', and set its initial value to "pick name". Then, if 'name' is "pick name", pick a name, and set 'name' to it.

  • Add a 'trigger once while true' to that 'key is not down' condition.

  • Hey, that's pretty close to how I'm doing it too. I tweaked it a little:

    http://www.amirai.net/misc/platformai2.cap

    Now it works properly if the player doesn't move from the top platform.

    Edit: Er, realized that I probably should have commented my edits to the .cap... sorry.

    Edits: jump boxes now tell the direction of the jump by their angle

    Event 3&4: added when on ground condition

    Events 5&6: enemy doesn't turn directions in midair, but does continue forward if stopped by the edge of a platform

    Event 10: Added if angle of 'badguy' is equal to angle of jump to prevent incorrect jumps

    Set 'badguy' air acceleration/deceleration to 0