bladedpenguin's Forum Posts

  • I'm not familiar with FB publishing, but did you get the appropriate permissions from the user at some point?

  • I'm doing pretty well with Sprite.Y >Sprite.Y, though I don't worry about sprites overlapping other instances of themselves, so I don't have the picking problem.

    One fairly computationally expensive method is to sort everything on the layer by Y. I do this for about 8000 trees at the start of every layout, and it's not too bad, but every frame could be rought. You could For Each over every sprite in order of Y and Send to Back/Front of Layer, but rexrainbow has a plugin that does this, and I think it's faster: http://c2rexplugins.weebly.com/rex_zsorter.html

  • This is a highly platform specific question. What platform are you using? Gumshoe has the web solution, but if it's PC, I would recommend looking into Steam's automatic updating. I imagine Google play and the Apple Store have their own update methods.

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  • Welcome to C2! You have the "On Collision" event you can use to trigger the event. Then you need to add an action. Under the sprite, you have the Animation: Set Frame action. Sprites have an expression you can use to get the current frame, so you can add one to that.

    Good Luck!

  • Yes,I'll update tomorrow.

    Edit: Sweet. I have updated and can confirm that saving in the middle of a menu drop will allow the menu to end uip in it's proper place after load. Thanks for all the Good work you do lunarray!

  • I realize this is severe necro, but I figured Its best keep all the discussion in one place. This is the first thread google showed me when I asked. I'm having this issue on a more or less regular basis, every few days. It seems like before it does it, the filename in the Construct2 titlebar changes from .capx to .capx.autosave.

    I am operating out of a google drive folder for collaboration reasons. I can't say that Drive has been entirely predictable, so it may be some kind of weird interaction or just Drive being funky.

  • That is... amazingly helpful. I've been looking for a way to log stuff to the console for weeks. I was using the ingame text object.

  • I'm a little struck that breakpoints are not permitted in loops and triggered branches. I've seldom needed to debug outside of these situations, and it bothers me a little that I need to find a workaround for the only case where I might be interested in debugging. Why is this the way it is?

  • http://lmgtfy.com/?q=klann+mechanism+wikipedia

    behavior-chipmunk-physics_t110815

    Most of your joints are going to be pivot points, but somewhere in there is the main crank, which will have a torque applied to it while the mechanism is moving.

  • Assuming you mean

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    , Theres a really good Wikipedia article on it. It's got a fairly detailed animation that lets you see where the joints are. You can make these joints with the Physics behavior, but I prefer the Chipmunk Physics. Each bone in the linkage will be a separate sprite, and you'll have a motor on the central crank, powering the whole thing. Play around with it and see how it moves!

    You probably want some other kind of joint to stow the legs for flight mode.

  • In what way do you want it to be like a bird? You must first determine what it is that makes a bird "bird like", then we can try and figure out how to emulate it

  • I would do it with a set of timers. Take your first action, and let it be triggered by the start of the layout OR the last timer. At the end of the first action set your first timer. Take your second action, and let it be triggered by the first timer. As part of the second action, set a timer to trigger the third action. As part of the third action, you can set a timer that triggers the first action. You can right click on an event to Make it into an OR block.

  • There is a way to save the entire state of the game. Just use the System Save. If you only want to save that one layout, there are a couple things you can try. You can save everything, and then OnLoad, reset everything you didn't want to save.

    The other thing you could try would be to loop through everything on your layout and save it to JSON.

  • You would have to look into what the solid behavior actually does, which is push a sprite backwards untill in no longer colides. You could probably set up a loop to do something like that.

  • Awesome! I found your list of C2 variables when I went to go post my WIP to the effects board. I guess I should spend more time poking about the site and less time googling. oh well.

    The tester I found was http://shdr.bkcore.com/ , but ShaderToy seems more useful, and i think I'll use it if I ever next time I want a shader no one else wants to make.

    To figure it out, I pretty much did as you said and took apart the default shaders and reworked the math.