CaptainOblivious's Forum Posts

  • It's not the same and, NO, I'm not trying to win your curiosity. Hubris is a trait beneficial to neither of us.

    [quote:3rsjz3ha]I'm not trying to blame you or anything I just said i was curious!

    Gah! I was sleepy and confused your sarcasm for condescension. My appologies.

  • Wait.. "See-rah" or "Sai-rah?" I've always considered it being "See-rah."

  • Oh, that's something completely different than what I'm doing. Still cool, though.

  • I've been working on my own water effects for a while. Personally, I'm waiting for the tiled background object to be significantly bugfixed or upgraded (large tiles disappear).

    As far as that demo goes, I don't have the software to run it. Is there an executable floating around?

  • I did a website for a bunch of old friends not too long ago. I no longer maintain the site, but I think it has held up well enough. http://www.thedisciplesquartet.com

    If you comment, go easy on them. They're just an unassuming christian music group and never hurt anybody.

  • Relative-to-the-window is great, but it doesn't solve everything. If you wanted to scale your game to 1080p, for instance, proportional zooming is a better choice as it avoids making your graphics too small to see.

  • ALT + PRINT SCREEN takes only the currently selected window.

    I personally use ZScreen, a free ware app, because of its automatic FTP uploading features.

  • Well, I learned something from this, at least. I may very well try this.

  • A couple things to change. For each angle of animation, make them "looping" at a speed of about 10 or so.

    Why it's crashing right after the platform movement comes to a stop is eluding me. Ashley? Rich?

  • In my opinion, you should take advantage of layer zooms. Build your game around a certain resolution and aspect, and then zoom your layouts using that as a base.

    In pseudo code:

    OriginalX == 640
    OriginalY == 480
    CurrentX == ?
    CurrentY == ?
    Set X Zoom factor to:
       (CurrentX * 100) / OriginalX
    Set Y Zoom factor to:
       (CurrentY * 100) / OriginalY[/code:179ejxv1]
    
    This is a simple ratio thing I learned in high school.  It produces a percentage of scale (with OriginalXY being 100%) that will always correctly scale your layers to any resolution in the same aspect ratio.
    
    EDIT:  I should point out if you plan on letting your game scale to high resolutions, you should create all your graphics at as high a resolution as possible and scale them down in Construct.  Thus, when you zoom your layers you do not encounter blurry sprites and backgrounds.
  • Are you talking generic screen shots with Print Screen, or a frame buffer type application within your project?

    I've had several unsuccessful attempts at doing this with the Canvas Object. Perhaps someone could fill us in?

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  • Well, what you're doing is fine, but it comes off wrong. Instead of making a challenge to the community (which IS here to offer solutions and workarounds), make an request directly for a change or addition. I can't speak for the others, but to me the way you've been making points about construct comes off as more combative than constructive (forgive the pun).

    If you can do this, not only will we all get along better but we might get things done more efficiently. Got a bug report? Supply a small .cap to display it. Have a feature request? Keep it to a couple of clean paragraphs and encourage further discussion. These things help you help us help Rich and Ashley.

    I'll start by apologizing for my bit of snideness earlier. I should have stuck to trying to help out instead of complaining.

  • Please review the end of this thread:

    That may help get you started. If after that you have any further questions, please ask.

  • I believe I see better what you mean now. But I ask you, what is it that you have accomplished that Construct does not already do through layouts? If anything, you are adding an extra couple of steps to achieve what is, in your mind, a better means of organization.

    Which is fine, don't get me wrong.

    Now if we were to remove your starting "flow" checks (a global variable dictating what code to use), we're back to square one. Expanding your flow events out reveals that you are doing no different than the rest of us as far as picking objects via their criteria. In this I will admit you have not limited the scope of the program - if you will also admit you have added nothing but an organizational element to your event sheet.

    It's 0400 my time, and I am about to pass out. I will give your .cap a more in-depth look in the morning to see if I can help you with the mouse and behavior stuff. In the mean time I suggest you play around with the Ball Behavior's "Set Activated" function.

    To be continued...

  • You know, I more than figured this was j0h posting again.. But just in case we had a new person trying to learn construct, here I went taking the post seriously and actually trying to help. Shows what happens when I try to be a good little forum-goer.