brent_hamel's Forum Posts

  • Absolutely it does, here's one for you... now how do I retro fit this into my pre-existing, mostly complete project in a simple and elegant manner lol, and while we're at it, how the heck can I pause everything onscreen while still being able to use custom "every X milliseconds" timers (ie without setting TimeScale to 0)??

  • thanks Tul, I saw the window object pretty much right as I saw your post lol

  • wow am I dumb... gee Brent, don't insert the "window" object or anything... I really need to start firing up my brain before I post a question lol, although hopefully that fact I post my solutions helps to make up for it lol

  • Ok, so I've got a Custom Screen Resolution System working, but I can't seem to find a way to reposition the application window itself. I want to set it to the system display's top left corner, and I have no idea how to do that...

  • and my fix failed miserably... <img src="smileys/smiley19.gif" border="0" align="middle" />

  • what I wound up doing was to create a variable for "Action Pause", and I'm know just having to retro fit all of the appropriate code with it, so that...

    if "Action Pause" = 0 then

    execute AI and Behvaviours

    elseis "Action Pause" = 1 then

    do absolutely nothing

    lol that way I can have "every X milliseconds" counters reset "Action Pause" back to 0 to resume the game instead of having to wait for the player to press a key or something.

  • So here's the deal, whenever my player touches an item, I need the player and all enemies/bullets to freeze. But then I need specific sounds to play with specific timing. Is there anyway to pause the action onscreen without pausing events using timedelta, ie every X milliseconds...

    it should go something like this...

    if player collides with item then

        pause onscreen action

        wait x amount of time

        play sound

        unpause onscreen action

    any ideas guys?

  • also, if anyone is wondering how any of the engine has been done thus far, please feel free to pm me, as I don't mind sharing at all. I'd say just to ask me here, but this is the wrong thread to do it in.

  • Thanks everyone! Progress is coming along nicely, and after a little while I'll be making a progress update vid, which I'll post here as well <img src="smileys/smiley17.gif" border="0" align="middle" />

  • ...if the above link doesn't work for some reason you can also try...

    youtube.com/watch

    thanks again!!

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  • Ok, ok... so Fireskies Studios is really just me and a few friends, but we're building a Mega Man fangame in Construct Classic (hurray!) and we've just made our first gameplay video on youtube!

    youtube.com/user/FireSkiesStudios

    This project is coming along very nicely and I've had some very helpful advice from members of this forum, so I wanted to show everyone what that advice was helping to achieve, so please feel free to watch, comment, or even (gasp) subscribe lol, we can use every bit of support!

  • SOLVED!!!! Good GOD THANK YOU!!!

  • so the only problems now, are that if the player presses shift to cancel while still holding down, then the slide is started over, extending it for as long as the player wants. The only way to truly cancel the slide is to press jump by itself, and unfortunately this is wrong as this is a fan game that is emulating a pre-existing engine. Any ideas?

  • so you're saying I need to make the slide cancel and the slide init the same event... brilliant! I'll give it a try, thanks R0J0

  • been there, done that I'm afraid