deadeye's Forum Posts

  • I get what he's saying, and I've recreated the problem:

    http://files.getdropbox.com/u/529356/creationism.cap

    Click on one of the two buttons to create a box. The box should appear blue, without any flash of red.

    The box on the left has the frame set to 2 (blue) within the create event, and it works normally.

    The box on the right has an Always event after the create event that always sets it's frame to 2, but there is a flash of red when it's created.

    Logically one would expect the box on the right to respect the order of events and change it's frame to blue in the same tick because of the Always event.

  • It's difficult to tell from your screencap because of jpg compression, but it looks like your tile is 34x36, which is not a power of 2. Correct me if I'm wrong.

    Try using 32x32 tiles... or as mentioned so many times that it has now become a rather tedious mantra, "try updating your graphics card drivers."

    Note that this problem is pretty much just for the Tiled Background object, because it has repeating textures (and even then, it only happens on some graphics cards). If you need non-standard sized tiles you could probably use instances of Sprites, some people have had success with that method.

  • Okie doke, testing now... this will be four versions of Construct installed at once! A personal record.

    Edit:

    <img src="http://i29.tinypic.com/qssdjc.png">

    Oo. This is turn great! I like Construct to I sie likedowac if you wypuszczac new wersion!

    I like you wujek and grandma! To suprise! Wujek and Grandma beda happy!

    They kiss mnie w dupa! I like that!

    //Sorry ale I zamiast Thay napisac You. To byc pomylka wielka. Ja juz zedytowac post.

    Wow

    I would say "english only please" but somehow I think this post might be confusing in any language

  • If that's the case, then it sounds like a bug. Another bug, I mean.

  • Or at least to the Completed Addons forum? (It's lonely in there... and I know there's a ton of stuff that folks can post already.)

  • + For each object

    + Object is in selected area

    -> add .x to global('avX')

    -> add .y to global('avY')

    -> add 1 to global('numSelected')

    + Always

    -> Set redcrossthing.x to (avX / numSelected)

    -> Set redcrossthing.y to (avY / numSelected)

  • Try limiting the pointer's movement so it doesn't leave the screen. You can do that with clamp(), like so:

    + Always
        -> Pointer: Set X to clamp(MouseX, ScrollXLeft, ScrollXRight)
        -> Pointer: Set Y to clamp(MouseY, ScrollYTop, ScrollYBottom)
    [/code:1adijlf3]
  • [quote:3be6ovid]You were certainly over-zealous in deleting my one sentence post.

    Yes, it was reactionary. Hence my apology. Explaining why I did it doesn't make my that less valid. Either you accept it or you don't, that's up to you.

    Any further discussion on the matter should probably be handled in PM's so as not to further derail David's thread.

  • I deleted it. It was just a general complaint about not being able to run 0.99.4, it had nothing to do with David's example .cap. Perhaps it was hasty of me to do so, so I apologize.

    Even so, if you have a general complaint about 0.99.4 not running, it's probably best to post about the issue in the release thread (which I see you have already done) and not post off-topic in other threads where that is not at issue.

    0.99.4 not running for some people is a known problem, no need to harp about it in places where your complaint has no bearing.

  • I found a problem (happens in both versions):

    <img src="http://i25.tinypic.com/6ocrc0.png">

    Run to the end of the platform, off the edge, then quickly turn around. You will land "inside" the platform.

    Anyway, the second version you posted does seem to run smoother, but it also seems less forgiving at the edges of platforms when jumping. There's a little ambiguity issue when jumping off the platform, and I often end up jumping too late, whereas I don't have that problem in the first version you posted. I don't know if that's what you call "pixel perfect" or what, but I call it this (interesting read, you should check it out).

    Awesome job so far, though .

    [quote:1riojqpk]Also whats this custom movement behavior? I haven't found any real description of it on the site

    David has a few examples in Uploads (1, 2, 3). Basically it's a generic "move in any direction" behavior with tons of options. And yes, apparently it can do pixel-perfect stuff.

  • Whoa, one event? This is awesome. I didn't even know the .ControlState() expression existed...

    Nice job, David

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  • Care to share what it is?

  • Add the Mouse & Keyboard object.

    Perhaps you should go through the Ghost Shooter tutorial before moving on. It covers basic things like that. Just a suggestion.

  • Um... that program is custom made for a **** torrent community, for the purpose of collating screencaps of **** movies for torrents.

    In fact, here is a pic of the program running:

    http://i32.tinypic.com/vg3ead.png (lol)

    It has no practical use for game tiling. It doesn't even recognize .png.

    I would say this is a failure on several levels

  • Links look to be out of date. Also the quote says some devices, so if only higher end cards can use it whats the point?

    The links just didn't parse properly, the url with the whols .aspx works fine.

    And if this has been around since DX6 then I would assume most cards nowadays can run it?