Arima's Forum Posts

  • As it is, collisions always happen between objects on separate layers. Would is be possible to include a setting in the properties panel to set it so they don't?

  • Another request: set the animation speed via events.

  • Yeah, I know it's not anyone's fault. <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /> 3D acceleration's still a new feature for virtual machines, I'm sure they'll improve it over time.

  • I doubt this will surprise anyone, but I tried construct on parallels on a mac and it doesn't work too well. The parts that don't work seem to be related to the video memory - I'm no graphics programmer but I'm guessing parallels' still experimental implementation of hardware acceleration is grabbing textures from the wrong locations, because I'm getting OSX folder bits and other random stuff from other apps in the sprites at runtime. Interesting and irrelevant, tho I thought I would mention it for the curious. <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • Requesting set x/y speed of the platform movement.

    About including .dlls - does that mean that we could include d3dx9_30.dll and not have to install dx9 on a system? I seem to recall trying putting that .dll in the same directory as a dx9 app once and it worked, without having to install dx9. I've heard portals and such often don't like dx9 games because of the hassles of installing dx9 on people's systems.

  • Well, you could align them by setting their positions manually via the properties panel, and reselecting them once they're offscreen with the layers panel.

  • Try zooming out with the mousewheel. Does that work?

  • Since both images are the same sprite, you can give the sprite a private variable, set it to 1 on the first and 2 on the second. At the start of layout, set their positions, with set y to 0-(sprite.value('variablename')*1000)

  • You could position them at runtime or arrange them in the layout editor lower than you want, select them all and move them up. That should work.

  • Wow... awesome!

    Edit: Doesn't openGL support pixel shaders? So would there be a possibility of them at some point?

  • You might be able to do that with the system condition 'object collides with point', as long as you could get the x/y of image points.

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  • Seems to be working for me. Are you using quotes around the animation name when setting the animation?

  • You could set the gravity to zero and use always add force instead.

  • Ah, sorry - I read the double ' you wrote as one of these ".

  • Use ' instead of ".