deadeye's Forum Posts

  • Enable unbounded scrolling and you can scroll anywhere!

    If you do this then you will have to place all of your planets, space stations, etc. at runtime (using events to set the X and Y of the objects) rather than placing them in the layout. A bit of extra work, but probably the best solution.

  • [quote:1vz97o7i]Why would one want to use lossy jpgs? well, the same reason the whole world uses it as the primary image distribution format

    Yeah, primary for photos on the web, not for games. JPG compression is crap for games. It makes your graphics look like barf. Trading off a bucketload of image quality for just a few extra kb of compression is silly, if you ask me.

  • I'm not on my Construct computer at the moment but I'm guessing that the issue has to do with the fact that you aren't really letting go of both keys on the exact same tick. So the animation is being set to whatever key you had pressed last, even if it was just for a millisecond or so.

    If that's the case then you might try a timer of sorts. If one key is let go, then the timer starts, and when the timer is done counting down it checks to see if the other key has also been let go. Then, if no other keys are being pressed, set the animation to the proper angle.

    The timer doesn't have to be very long, just a fraction of a second.

  • [quote:n942oxc7]I know lots of people will say "program custom platofrm behaviors"

    People don't say that around here . In fact, the goal is to make the Platform behavior so complete and so useful that you would only need to make a custom movement under very rare circumstances.

    And I agree completely that the platform behavior should have "Additional X Velocity" and "Additional Y Velocity" settings (in fact, I requested this very same thing a long time ago). That is basically the one advantage that the MMF2 Platform Movement Object has over the Construct Platform Behavior.

    It's pretty much the only thing that MMF2's platform object can do easily that Construct can't do, without wrangling PV's around and manually updating the speed of the Platform behavior.

    I noticed that David has put in a similar feature into the Custom Movement behavior (you can add velocity in addition to setting velocity) so maybe this could be something to consider for the PB as well?

    Just in case anyone is wondering what the use of such a thing might be, let's say there was an "Add to X Speed" action along with the existing "Set X component of motion" action. Then you could do this to make an easy conveyor belt:

    + Player is overlapping Conveyor at offset (0, 1)
        -> Player: Platform: Add -200 to X Speed
    [/code:n942oxc7]
    
    It would take just one action to make a conveyor belt that moves the player to the left.  Currently you would have to create a system to override the normal movement of the player and hard-set the speed to playerTargetSpeed + conveyorSpeed, which can be a pain if you want to retain natural acceleration and deceleration of the player.  You're looking at a series of events to handle the whole thing rather than just one action.
  • I get those too occasionally. I've never gotten them with my own projects though, just other people's.

    Another one I get is:

    No disk in drive
    [Abort] [Retry] [Cancel]
    [/code:24z8mvi9]
    
    But it doesn't matter which button you click, the game will start anyway.
    
    And again, it's never happened with my own projects.  It only happens when I'm running other people's.  I've never been able to isolate what causes this so I can't really write up a good bug report on it
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  • Moved thread from Construct Discussion to OT.

    Why the HELL do I have a pony av?

    I'd venture to guess it has something to do with this:

    [quote:1262kw5u]I like ponys, pink ribbons, and Rick Rolling Admins

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  • > The main advantage of the platform behavior is its perfect

    >

    Brave words from a man who's behavior accounts for over 5% of the total bugs submitted to Construct, ever!

    He's trying very hard

    I think David deserves a cookie

  • EDIT: I created a CAP out of the game I have and it retained the strange error. I'd still like to know what causes it, even if my workaround is mostly better and tidier. Hopefully you can comprehend my code:

    http://www.konjak.org/creation.cap

    I've isolated the problem, and I think it has to do with this:

    The way it is, though, is that when you create an object, it doesn't really exist until the end of the next top level event or trigger....

    (A top level event is anything which is not a subevent of anything else - I can't remember if events in groups of events count)

    I guess groups do count after all, because I moved all of the necessary events outside of the group into the top level of events and it works fine. Check it out:

    http://files.getdropbox.com/u/529356/creation2.cap (0.99.3)

  • I just was like "wth I tried smt like this and it didn't happen for me".

    After reflecting one second (not necessarily about the problem at hand ) I remembered that in my example the object was created with key presses and not button clicks.

    So I copied the creation-event of the right box, but with a "On key pressed" condition instead of the "On button clicked". I can see no flash of red!

    Huh. You're right, it does work fine with key presses.

    Looks like there are TWO problems to solve in this thread now

    And konjak, I guess you're going to have to upload an example of the problem because apparently I haven't recreated it at all.

  • Nice example, and it works great

    [quote:j8d64kv3]Actually a custom engine doesn't give you more control at all.

    Sure it can, if you make it that way. It all depends on what you're going for. Anyway, there's nothing wrong with making a custom platforming engine, and yeah one of the benefits is you can add as much control as you need, or don't need. But unless you're doing something non-standard with your engine, you might just be wasting time.

    For basic things like gravity and collision you might as well use the built-in platform movement, because it already does it for you. You can apply the fancy inverse-square math to the platform movement's speed, thus enhancing the basic platform movement. It's just something to keep you from reinventing the wheel every time you want to make a game.

    Generally speaking, the platform behavior will cover all the basics (and then some) for what you need it to do, and unlike the MMF platform behavior it's very well put together and flexible (it better be, David's been tweaking it for like two years ).

    The only time you'd really need to make a custom platform movement is if you need special logic/drawing separation like kayin for his IWTBTG engine, or if you're making something like Sonic or Flashback that has non-standard platforming functionality. For everything else you can pretty much start with the built-in behavior and just add the features that you need to it (like swimming or ladders or double-jumping or whatever).

  • I don't really see the point. So what if objects are still moving while the screen is scrolling?

    Because that's how LoZ does it, and this is an example of LoZ style scrolling.

  • Lucid's method should work, but not exactly for the reason he stated.

    Think of your frame number as "global" for your sprite. If you are on frame 8 of your Run animation, and you switch to the Walk animation, then you will still be on frame 8. If you want to change to a different frame, you need to specify.

    The Play Animation action starts the animation over again from frame 1 (whereas the Resume Animation action continues a paused animation from it's current frame).

    So this should work:

    <img src="http://files.getdropbox.com/u/1013446/New%20folder%20%282%29/Capture7.PNG">

    And in fact, I have your .cap open right now and I've changed the event to look exactly like this and it does indeed work for me.

    Why does it behave properly with jump, but not fall?

    Because you have only one frame for your Default animation. So when you switch to Jump, you're on frame one.

    Just keep in mind that the animation frame number carries over when you switch and you'll be fine.

  • for each player

    You've pretty much answered your own question there. Make two loops:

    + For each player
        + While Player is overlapping ground
            -> Push Player out
    [/code:2jdtry09]
    
    Just be careful with nesting loops, because they can turn into CPU eaters pretty quick.
  • I was going to call it "intelligent design.cap" but I thought that was a bit too snarky