Davioware's Forum Posts

  • I tried the demo, and there appears to be a serious problem with the fullscreen effect canvas. The screen is really zoomed in and i can't see the main character at all.

    <img src="http://dl.dropbox.com/u/1010927/Forumpics/sadfacemantis.jpg">

    Also, the window size is wayyyyy too big. I can't even move it around on my screen (1440x900) or see it fully because the caption bar is cut off at the top when it starts. I'd limit it to around 1024x720 (somewhere around there) so people can actually see the window.

    Aside from that, great work. I love the game idea, but i'm wondering if construct can handle it effiently. And please make sure the gpu requirements aren't over 512 mb.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • check the wiki, it explains it well.

    [quote:3479hhrp]What containers do

    -When picking instances of one object in a container, the instances of the other objects in the container are also picked.

    -When Spawning one object in a Container, new instances of the other objects in the container are automatically spawned and paired up.

    -When Destroying one object in a container, instances of the other objects in the container are also destroyed.

    http://sourceforge.net/apps/mediawiki/c ... Containers

  • Still working on this game. Coming along very nicely.

  • Did this a while back.

  • You forgot a key event; custom movement doesn't use event checkable stepping loops unless you add this.

    + System: Start of layout (or whenever the sprite is created)

    -> Sprite: Set moving style to Linear with 1 Pixels per step

    edit: just tried it in your cap and it appears to lag with 1 pixel per step. I set it to 3 and it works fine.

    [quote:pvw7v5rz]and if someone knows how this could work just the same without the detector sprite, please let me know

    What does the detector have to do with stepping? stepping just makes it so that you can check for fast moving collisions without skipping through objects. Or was that just an additional question?

  • Try clamping the spikes position to 32 pixels greater than its resting position. Try using an increasing PV to control spike in/outness.

    Made you this:

    99.91

    http://dl.dropbox.com/u/1010927/Caps/spikeTDclamp.cap

  • AFAIK the only way to do it is to delete one of the hinged objects.

  • I'm sure that AT LEAST 5 tb of space is occupied by a single uber high res photoshop file of female lineart. One of Sol's ambitions is to be renowned as the creator of the most high res drawing of a woman, ever.

  • Loving these new builds. Now please add a set Z action to the 3d object Davo, I think you forgot it.

  • Spritefont is unstable and unfinished. I wouldn't recommend using it in a serious project, as there are many random and obscure bugs with it.

  • I'm going to have to third what Konjak and Arima are talking about. The memory leak in the event wizard is the biggest and most crippling bug in construct right now. Replacing the object icons in the expression wizard with a simple list of names would probably fix it. This is one bug that desperately needs to be fixed for 1.0.

  • constant 30 fps

    intel dual core 1.8 ghz

    2 gb ram

    ATI RADEON 4670 (512 mb)

    With lots of behaviors and events, cpu is the main thing to be careful with. People always stress out about the gpu and vram, but object and event heavy games really rely on cpu power and being careful with events.

  • Very interesting. I like the concept, and it has its own advantages and disadvantages compared to doing it with events. I'm liking the cleaner event sheet and increased performance for massive screen filling patterns. However, with events and sprite based bullets you still have more control. Useful addition nonetheless. Another great plugin Luomu!

  • Both OR and ELSE are buggy. I can't remember exactly what's buggy with OR, but I wouldn't count on it working in all situations. I also think it can cause crashes in certain situations. Try it; if it works well, then keep it. While loops are also buggy btw, but they work ok in some situations. Just try it and see if it causes any problems.

  • Wait, I think this has happened to me once. Are you sure the global type is set to number, and not text? The most obvious things are the easiest to overlook. If it was accidently set as text you'd have to do global('name')="1" for it to trigger.