Arima's Forum Posts

  • This bug is because the animation name is reported incorrectly, check what animations are playing in the debugger.

  • Since I'm making one of these, I can help you out.

    I'm doing it two ways, depending on the level:

    1: No actual scrolling - the background moves instead.

    2: Create a 'camera' object - I use a box - with a movement and center the screen on that. Move the box, and always move the ship the same amount as the box moves. I'm using private variables to store the X and Y position of the camera from the previous frame, and moving the ship the difference between the frames. Both RTS and bullet movement work great for scrolling.

  • Huzzah! Thanks

  • Bug's still there in my game with .92.

  • I was switching between monitors and construct's UI got a little misaligned so the cancel/back/next buttons were moved down and are half hidden. I tried uninstalling and reinstalling, but it didn't work. Also tried completely deleting the Scirra folder, that didn't work either.

    It's still usable, tho odd.

  • Requesting a 'set animation speed' action.

  • Double post. Is there a way to delete posts?

  • Works on my GeForce4 MX 420 as well. At about 5 fps.

    When doing a fast movement, the 'blur' effect looks like a bunch of completely in-focus sprites at low opacity. If moving fast enough, the sprite with mouse movement can have gaps between the steps of the blur.

    Is there a possibility of a proper motion blur with pixel shaders? I hear the best way to do it is using a velocity buffer for the pixels on the screen then blurring them with a pixel shader. I doubt the vertex shader approach would work properly for 2D games, but I'm no graphics programmer.

  • Set up a private variable for the sprite via the properties such as 'animationname'. Then in the events, when you have the code to change an animation, also change the variable to the name of the animation manually, i.e. set sprite.Value('animationname') to "running".

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  • Thanks, that worked great!

  • This is due to a bug with what animation construct thinks is playing. Go to the debugger when running your .cap - check what animation is playing. It always says 'animation'. I think I submitted this one to the tracker...

    To work around, set a value to the animation name manually.

  • I'm trying to make a text box with two values in it - a current score and the high score. I want it to read "Score: 0/0" with the current score on the the left and the high on the right. Text boxes don't seem to want to take both strings and values at the same time, though. I tried with multiple text boxes, one for each part, but then there's a formatting issue because I don't know how to check how long the numbers are, and everything isn't placed correctly. Thoughts?

  • I posted the animation bug already. Here're the steps: New game, insert sprite, import an animation. Make event: Always set frame to random(number of frames). The sprite crunches. This happens sometimes with the 'set animation' action as well.

    A workaround is to set its size each frame to its original width and height.

    http://sourceforge.net/tracker/index.ph ... id=1003219

  • As far as I can tell, the only way to work with global objects is to make a separate event sheet and include it in the layout's code. Event sheets contain all the .cap's objects. I second that global objects should show up in each event sheet.

  • Another option is online virus scanners. Can they check .exes properly?