deadeye's Forum Posts

  • Ah I see what you mean, the texture was repeated inside the 512x512 image I was using. I cut it down to 256x256 in GIMP. I thought you meant that I had some setting wrong in construct lol

    Yes, that's what I meant

  • As far as I know, distort maps are purely cosmetic. If you want funky shaped platforms, you will have to have funky shaped shapes to start with.

    Perhaps you could make a system where you create the shape you want with the distort map, and use that as a guide to place invisible, solid objects at the distort map points and rotate/scale them as needed to cover the area.

    Or you might be able to work something out with pasting the distorted image into a canvas and using the canvas's collision mask. Just keep in mind that large canvases are memory hogs.

  • No, there's no Flash import... but if you want an animated logo you could either use a sprite animation (depending on how big it is) or you could manupulate objects in the layout and event editors to animate your logo screen. Similar in method to Flash, I suppose, but without the timeline.

    Though there is a Timeline object that might help you sequence the events of your animation. It's rather different to what you might think of when you hear the word "timeline" though... it's not a visible row of frames at the bottom, more like a spreadsheet type thing. Play with it a bit, you'll see what I mean. And there are a few examples of how to use it on the forum hanging around.

  • > Waiting on Construct 0.99 before any major additions are made to the game... for now I will work on GUI and other graphics.

    >

    > Don't expect to see anything of significance for a little while.

    >

    > Also, I WILL update the content sumbissions soon... I'm just a little "lazy" just at the moment lol.

    >

    > ~Sol

    >

    ~Sol

    ~deadeye

  • Yeah, the old way would be pretty necessary if you're zooming the layer in order to fit a certain aspect ratio or something.

  • Platform School mostly works, after changing all the controls to Player 1. But there's some kind of strange collision bug that pops the player to the top of a wall sometimes. I'll try to reproduce it.

    Vert, on the other hand... wow. It's totally screwed. The rendering, the collision, the rotation, everything. Objects are disappearing and reappearing, it won't rotate right, textures inside of Tiled BG's lose thier textures, and everything is generally whacked.

    Here's what it's supposed to do:

    http://dl.getdropbox.com/u/529356/Vert%20Proper.exe

    And here's what it's doing when built with 0.99:

    http://dl.getdropbox.com/u/529356/Vert%20Mess.exe

    You can move around and stuff, you just can't see the player until you move a bit.

    I'll try to recreate all this stuff and post some bug reports.

  • Ooh... it's up to 40%

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  • From the changelog it looks like you guys have done a really awesome job. Downloading now... I can't wait to try this out

    Argh! only 35%!

  • object.Count

    You can use object.Count as an expression. To get to it in the object pane of the event window, double-click the object, and under Misc there will be "Get the number of objects." Or just type in object.Count (replacing "object" with whatever the name of your object is, of course).

    For instance:

    + System: Compare: object.Count is Less than 5
      -> Do stuff
    [/code:3p3uveo1]
    
    or
    
    [code:3p3uveo1]
    + Some condition
      -> Object: Set speed to object.Count*5068
    [/code:3p3uveo1]
    
    or
    
    [code:3p3uveo1]
    + Always
       -> Set text.Text to object.Count
    [/code:3p3uveo1]
  • By... dragging it to the top?

    In other words...

    It seems that you can't highlight an event in the events list and change its position in the list by dragging and dropping to a new position either up or down.

    ...yes you can. Grab it by the little tab thingy on the left.

  • I know everyone here has experiments and such that they've made that don't necessarily warrant their own thread, so... now there's a thread!

    Let's see some cool/interesting/weird effects you've made. Never finished them? Well, now's the time! Polish them up, make them look good, and post them here.

    Screenshots too, please

    I'll start:

    <img src="http://i41.tinypic.com/33xzbcp.png">

    download: burst.cap

    It's a swarm of glowing... uh, things. Click and hold to collect the swarm, release to make it blow up

  • Concerning 'Set Image Offset', there doesn't seem to be a way to compare the current offset in the event editor, so I can't make it continuously scroll.

    You're not trying hard enough . There is always a way.

    http://dl.getdropbox.com/u/529356/starscroll.cap

    You give the tiles a private variable, add to it over time, and set the offset to the value of the variable. It only takes one event.

    Hope this helps

  • For RPGs? I don't know... I typed in 'sword' and it returned keys... What am I supposed to do, slash enemies with keys?

    Argh, I hated Kingdom Hearts!

  • A screen resolution of 1280x1024 will cause most graphics cards to process effects as though it were a texture of 2048x2048... which chokes my graphics card to death. I was getting about 4fps, yay.

    Anyway, I run my desktop at 1280x1024, so having a window the size of my screen is a bit much . It would probably run a bit better at fullscreen, though. I didn't try. Then again, I suppose I'm not he target audience for your game.

    One tip, though: your ground texture (and the bumpmap that goes with it) are twice the size that they need to be. The images are 512x512, but the repeating tile within the texture is only 256x256 in size. You can cut the image in half both in x and y and it will still tile normally, and save yourself 16 times the VRAM and four times the GPU processing time on your bumpmap. Just a heads up.

    Oh, and putting 3 different blur shaders on a blank image isn't going to do anything but waste GPU time.

    And if you want to make the light not so white-looking, try changing the color filter in the object properties to something more rosy-tan-ish colored to match the floor.

  • I erased the image of the light because I want it to be clear. Instead, I have a second layer on top that is black with the image for the light (that layer is set on multiply plus).

    Well, that image needs to be there for the shadows to work properly.

    The reason I do it this way is because the 3D boxes become see through when the light is in a layer above them or in front of them in the objects bar.

    I don't know what you mean they become see-through. I replaced the light gradient image and tested it and it's working fine.

    http://dl.getdropbox.com/u/529356/lights.cap

    I had to remove a bunch of shaders and resize the the window, though. Apparently you're making this on a supercomputer? Yikes.