CaptainOblivious's Forum Posts

  • That' a good idea, but I myself have no experience working with scripts, much less exporting and reintegrating them later. I was thinking I'd wait until the wiki had more information before I began exploring that.

    Another way I've considered is through INI files, although that's much more like translating from a translation.

  • O, i c wut u did thar.

    Actually, Why don't you just take the mathwork out of it and create "no transform" zones built into your levels?

    If you're worried about overlapping a wall on one side (or two adjacent, in a corner) you can run a simple distance check in your cardinal directions. Alternatively, write a push algorithm so that your monster can transform in "safe to transform" areas without worrying how close to the wall he is.

    I just think the whole "let's write thirty-thousand detectors" thing is an awful lot of work to accomplish what can otherwise be planned for and convincingly faked.

  • I wish I could help you, but by this point I am entirely confused. I understand if you want your project kept in the dark, but by doing so - I mean, not even giving us a hypothetical use for this - then all I see is a web of box objects set in a container and positioned/valued on creation. In a sense, I'm doing something similar in my own project. Deadeye was able to give me a boost here:

    Look for the cap file. I think it might help at least the part of your problem where you want to assign container objects an ID upon creation.

  • Well, I'll be... You're right.

  • A quick search on the issue only revealed people having problems copy/pasting within the same event sheet. My problem has to deal with copy/pasting them BETWEEN event sheets. Can't do it. All I want to do is organize what I've got into multiple sheets for includes.

    This is beside the fact that, while I can do it within the same event sheet via keyboard commands, the ribbon copy/paste buttons always remain grayed out. Perhaps this has something to do with it?

    Thanks in advance.

  • You have the object's maximum range set to 300px. Change that to potentially solve this issue.

  • I agree with Deadeye. Can you give us the part of your project plan that relates to this?

  • Paypal should understand. Get them on the phone if you can. I've had a similar problem with PayPal that they graciously fixed as soon as I spoke up loud enough.

  • Are RTS's "Move to point" and "Move to Object" commands supposed to be ignored when a sprite is manually given which angle to face? I notice these movements cease whether or not "rotate object" is checked in RTS properties.

    If I'm missing something simple, you get a cookie. If you confirm this, I'll put it on the bugtracker.

  • Attan's way of thinking is great, provided there's a significant amount of details to be said. For this specific error, the only detail is the .dll. I'd say in just about any other case, Attan's way will probably be better.

  • SoldjahBoy, the idea is to make it so EVERYBODY can make the needed changes and run the applications. If programmers went around creating error messages essentially saying "you poor sap, you're too stupid to use my app," I don't think there would be any users at all. Besides, think about it. You had to learn somehow at some point too, right?

  • Vinny, dumbing down an error message is the absolute worst possible thing you could ever do. What I suggest is better... Reorganizing the information and rewording it a little.

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  • In my experience fixing peoples' "computer problems," I've come across the same thing. I think, though it is correct, your explanation is too technically minded for most people to WANT to read.

    I agree you should provide enough information to let people solve it themselves, but perhaps your error messages could be humanized a little bit.

    "Your DirectX installation may be out of date. Please install the latest version of DirectX by clicking 'OK' in order to run this application. The required component, 'd3dx_30.dll' was not found."

    [OK] [Cancel]

  • If I recall, there was a huge deal with Creative forcing Microsoft into some controversial moves. Didn't they have to abandon Vista's Directsound Hardware Abstraction Layer? Being the bullies they are, I wouldn't be surprised if Creative had a hand in gimping that part of the OS to sell some more decade-old hardware to PC manufacturers.

  • Cool, but by no means is your original way wrong. We just had different connotations of the same subject. I'm always glad to have new features to play with, though!

    EDIT: I guess this brings me back to the topic at hand. For the tank fire sounds, you should pitch shift them slightly from shot to shot to alleviate ear stress and to provide a more natural sound.

    EDIT EDIT: Ashley, I thought some more about it. The more elegant solution has another benefit in that if you choose to package your product with reduced-quality sounds, any effects applied to them do not become problematic in the way you foresaw.