David's Forum Posts

  • Such a feature is compelling but wont be available until Construct 2.0

    jk. Workin on it now I'll keep ya posted

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  • yikes sounds like your step thing is messed up. I hid the control for step because its not properly implimented. To fix it go here:

    C:\Documents and Settings\User\Application Data\Scirra

    (where user is your username heh)

    Search for 'step' and make it like this:

    Step=0

    If you have any other problems, just delete Construct.ini...construct will make a brand new fresh one.

  • Perhaps in the next build if I'm not lazy heh

  • A magazine? So wait was there like an article or was our software included in a 'game developer kit' or something?

  • Curves will be a separate 'path' movement...I cant really think of how to incorporate it into this one

  • hmm procedural texture generation is kind of possible using the canvas object and drawing other objects into it and stuff...and then saving the canvas into an external file and loading it... I know there's that cool 12kb game that uses procedural texture generation, but other then that I haven't really seen any good uses for it...most people have fast internet and dont need games to be 12kb

  • yeah, although you can just as effectively pause by using a layout object and setting it as modal.

  • I've been working on a behaviour called 'Custom Movement' which is designed to make creating custom movements a lot easier. Its designed so at a simple level you can manually change the speed, horizontal speed, vertical speed, direction of motion, rotation speed of direction, etc (either set, add, accelerate, or decelerate). There's also some useful actions to apply friction, push object out of obstacles, and options for how it moves (jump to new position, move horizontally then vertically, step each pixel, etc). Of course you will be able to disable the moving entirely, and simply use the movement for calculating speed with acceleration and stuff. when I get back from work i'll post a list of actions/conditions/expression for this object and you guys can make any suggestions if its missing anything

  • Instead of picking by evaluate, use pick by comparison. The pick by comparison works, and instead of typing = 1 you can just select equals and type 1 into the other parameter box

  • I made you an example:

    Ultimately hash table is best for this kind of thing, and by using containers you can give each object its own hash table to play with! Hash table is like a more powerful advanced variable system that lets you dynamically specify variable names

  • Some of you may not be aware, but containers can be used on non-frame objects as well. This is great if you want to pair up a data object with another object. In the example I have attached, each of the orange balls has a hash table, and you can easily set and get the values of them. If you use a condition which picks a particular sprite, the correct hash table will automatically be picked as well, giving each individual Sprite its own hash table as though it was a part of it!

    The advantage to using the hash table over normal private variables is that the hash table is dynamic. You can form the key using an expression, which allows for all sorts of dynamic data structuring

    Hopefully this will help ya out Mipey!

  • I'd highlight recommend using another program to split the images into separate files, and then you can import them into construct using the import dialog but by importing multiple frames at a time.

    However, If you cant do that, you can use the tile splitter function in the import dialog and import every frame into one object. Then use 'c' and 'v' to copy and paste the frames into different objects....or you could clone that object several times and delete all the unneeded frames for each one...

    Theres a number of ways to do it, just use the way thats easiest for you

  • I think they would be compatable...but probably not compatable with the construct window...

    So if you used PyOrge for example, it would render the 3d to another window instead of the construct runtime window. But if you were crafty you could hide the Construct window.

  • woah the difference linear filtering and a dropshadow makes

  • Its because your sword has a different animation when its facing the other direction. Select right sword object and delete the animation direction at 180 and it should work correctly