deadeye's Forum Posts

  • It still doesn't work! It says I need DirectX8 and I have 9....

    DYNAMITE!

    Anyway, interesting idea for a game. I think the timer could stand to be a bit faster, though

  • [quote:3bmsmtwa]I'll put my hand up for the job if it means we don't have anyone complaining about the "are you human" test.

    Then let them complain! The hand-picking method would be much more annoying and alienating for new people. Anyway if a postcount bypass can be implemented then that's probably the most efficient solution.

    And yes... I know you do it that way at your other board. But it took me a full day to get activated there. What if some newbie has a question now? We just make him wait? It's an unnecessary annoyance that we don't have to have to put them through.

    All I know is I'm glad the bot check is there. It's making my job a hell of a lot easier. I used to get rid of 5+ spam accounts per day, now I do one maybe every other week. If that.

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  • Yes, I believe this is a known issue.

  • The "I heard it ****** comes from reading actual accounts of issues from users on the Blender forum. Mainly problems with really slow/wonky collision detection, and unresponsive controls. But that was a while ago, if it's been updated since then that's cool.

  • If it's just for something small and you don't need any dynamic loading of long conversations or anything, then I suggest you try a simpler method.

    I'm guessing that most of the dialogue triggers at certain locations? If so, you can have an invisible trigger object that holds a line of dialogue in a PV. Step on the object, it pops up the dialogue window and yadda yadda. You can use instances of the same object and edit the individual PV's accordingly.

    If there is dialogue that is dependent on time, you could use the timeline object to pop up the dialogue box.

    Of course, you could use hash tables too, but I don't know anything about them . Maybe someone else can give you a hand with that if that's the route you want to take.

  • Hmm, not sure. I tried the "Cancel close" action using a variety of conditions (including keypresses and "End of Application") but it didn't seem to work. I'm not sure if I'm doing it wrong or what.

    Anyway, you might try something like this:

    +End of application
       >Stop all sounds[/code:3mza8m3i]
    
    and see if that has any effect.  Worth a shot, anyway.
  • I'd post a .cap but I am very concerned about the theft of my potentially commercial project. If you need to see it, get in touch and if you're a trusted fellow around here I may consider giving you a look, though.

    Or you could try recreating the situation in a fresh .cap and posting a bug report.

  • I get the crash in 99.3 as well (it runs fine in 98.9). I tracked it down to this one action:

    <img src="http://i39.tinypic.com/2podxy1.png">

    If I toggle that action off, it runs. Which is weird because the exact same action for the "original" sprite in event 1 works just fine.

    Anyone who's getting the crash care to confirm it?

  • Also, your .cap file says it was made in a later version of Construct, even though I'm using the most up to date version from the website. Is there a beta out or something?

    Oops! Sorry about that

    Yes, there is a new unstable release out:

    But even though it's labeled "unstable" it's actually pretty stable.

    Anyway, here's your problem:

    <img src="http://i42.tinypic.com/e7h2j8.png">

    Your variable type is "Number." Set that to "Text" and you'll be good to go.

  • Oh, I'm not adverse to it. Quite the contrary

    I would love it if someone added more advanced 3D functionality to Construct.

  • Well, that all depends on the font. But yeah, it would be nice.

    Most games have monospaced fonts or fonts that are spaced solely on character width, so such a feature would be quite the perk.

  • Setting the value? Or setting the text? They're two different things.

    Anyway, it's working for me:

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

    If you can't figure out what's wrong from that .cap then you should post yours.

  • Possible yes, but not exactly easier than using a dedicated 3D engine. The easiest and most accessible 3D for non-hardcore users would be to use David's Wolfenstein engine to recreate the look of raycasting, but even that's just a 3D projection of a 2D game.

    3D effects like these are really nice looking, and technically impressive, but to implement actual gameplay with collisions and such would just be making extra work for yourself. There's no need to reinvent the 3D wheel when there are already so many rolling around out there.

    The fact that you can add some cool 3D effects to spice up your game is a nice perk, though... buildings, terrain, star fields, etc. But those are all just 3D icing on a 2D cake. A perk is all it is.

    Of course, there's nothing stopping some smart guy out there from making a plugin that can load model files, move them in 3D space, and detect when two models are intersecting. It's entirely possible, and that's what open source is all about. Even so, it's not like Construct could ever compete with other 3D engines that focus solely on doing 3D.

    ...Unless there's some magical way to merge Construct completely with an existing open source engine like Irrlicht or OGRE or something, so you can use Construct event sheets to define game logic and control specially crafted objects that plug into their engine. I have no idea if that's even possible though.

  • Hard to say. You should post your .cap so someone can take a look.

  • Having trouble?