deadeye's Forum Posts

  • Blasphemer! Outcast! Unclean!

    No, that's fine, drawing comparisons to similar products is one way that features get refined. Of course the goal is not to "do it like they do" but to at least offer an equivalent solution.

  • I also heard about it through TDC, over a year ago. There was drama aplenty regarding the issue. Construct was being bashed in some thread or another and I thought "well, let's see what all the hubbub is."

    Turns out that the Construct bashing was the most useful thing I'd ever read on TDC. I'd like to thank Liji for pointing me in the right direction

    I read a gamasutra interview about Joakim Sandbergs Noitu Love...

    I heard of it and thought it sounded promising on The Daily Click...

    Um, hey Thomas... heh, never mind

  • Oh, that's cool then. Another thing I've discovered is animation angles right now have nothing but the most obscure of uses. They change automatically when you rotate a sprite, and unless I'm mistaken they can't be changed otherwise.

    Well... yes they can. You can set a sprite to "No rotation" in the properties, or a few of the built-in behaviors have additional rotation settings. You can then set the angle to whatever you like with actions. If you set an angle of a sprite with no pre-defined animation angles, then it will simply turn the sprite. If there are any pre-defined angles then the sprite will adopt the animation angle closest to it's current angle.

    I agree, angles should not have to do with animation angles. That should be seperate actions and conditions.

    It's pretty much only a hindrance this way. The only way around it that I can see is to make seperate animations for each direction you want if you intend to have rotation. Say, if I have a picture of a fist turned right, I might want it to rotate full 360s to punch a face. But I would also like it to be able to do this in the other direction, and I add a mirrored frame to the 180 angle, but then I am screwed for the rotation to look good as the fist will constantly flip every 180 degrees no matter the inital direction.

    In that case, don't use animation angles... have a separate animations for "Fist left" and "Fist right," with only one angle each.

    Though I agree the whole animation angles thing might be a little confusing.

  • new animation that AFAIK you can't rename

    You can rename animations... select the animation and change the name in the properties box.

    right now I use "resources" as a dummy tab (Because right now none of its features seem to work)

    The Resources tab works, it's just not feature complete. You can store sounds and other types of files in Binary, which get compiled into the .exe. You can also change the application icon. Fonts aren't implemented yet, and I'm not sure about menu items because I've never had need to change the app menu.

  • Cover your corners with little corner-shaped sprites and give them Erase effect.

  • Funny, I just reported this to the tracker a couple of hours ago.

    And I reported it twelve days ago, and it's already been fixed for the next build and the bug report's been closed

    Well, the closing the animation frame part anyway, I imagine the deleting bit was related.

  • Why does bold text make it any less readable?

    It doesn't. It is more readable with the bold.

    Only thing I'm wondering is why you've got two layout 1 event sheets. The layout 1 event sheet is directly parented to the layout 1, which makes sense, but why is there another folder with event sheets where there's another Layout 1 event sheet in there? That's a bit confusing.

    Event sheets go in the event sheet folder? Makes sense to me.

  • I get the same thing.

    Edit:

    It only happens when the sprite is rotated at an angle. I tried 8 Direction on it, and it only distorts when moving diagonally.

    Selecting "No Rotation" fixes it.

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  • Why are you setting the door to sollid in the first place? Solid objects are unpassable, period. You will never overlap with them. At least, not if you're using a built-in behavior like Platform or 8 Direction.

  • That would require the equivalent of a Text Blitter object... which Construct doesn't have. Yet.

  • <img src="http://img14.imageshack.us/img14/6261/37031194.png">

    Currently.

    I like the one with the bold.

  • Well I did say in the originals that Point will keep your pixel art crisp and that I was only using Linear for smooth rotation

  • Set your sampling to Point in the app properties

  • <img src="http://i40.tinypic.com/29v0vb9.jpg">

    It's called Eat World.

    Except I need to change the name now because everyone seems to immediately associate it with "Jimmy Eats World."

    Very nice and moody looking. I tried the .cap you posted in Help/Tech and I thought the premise was pretty sweet, too. I think it can do with a bit more contrast, though... something to separate the player from the background. Your games are hard enough without having to strain your eyes

    And I say keep the name, I don't think anyone remembers or cares what Jimmy Eats World is.

  • Okay I noticed various things in your cap:

    First of all you have an always event which rounds the X and Y position of the player. I don't really know why it's in there in the first place. I can imagine it would cause quite some problems and I'd really recommend to remove it.

    That might be my fault

    Looks like it's based off of the old versions of my tutorials. I had a very flimsy reason for doing the roundX, roundY thing. I've since updated them.

    Anyway, it appears that the roundY bit was messing up your falling animation, delete those rounding actions and it works great.

    Then you have the platform movement assigned to the player sprite itself. You might want to use a simple rectangle dummy sprite to have the platform behavior and add the actual player with animations and all on top of that.

    He doesn't need to! He's using bounding box collisions and his sprite frame size is always 16x16... it'll be fine