deadeye's Forum Posts

  • But the minimap still shows an area the entire size of the level, so that's kind of not very helpful

  • You should upload your .cap so someone can have a look at it, otherwise it's hard to say what's going wrong.

  • Well, yes I understand that it has to be installed to work, but:

    None of us Scirra developers use any compilers that reference that file.

    The why does the error pop up? Does Python use this 2003 redistributable thingamabob?

    And I don't know if this error pops up as a result of Python being incomplete and I just need to wait until it's finished, or if it's some other issue and I should report a bug.

  • Yes it would, that's a bug that should be reported.

  • Actually, I found the culprit... it's the "Enable Scripting" checkbox. I went through one of the other folk's .caps deleting things one by one and returning it to as close to a blank .cap as I could, and when I unchecked that box it ran fine.

    I confirmed it with a new, blank .cap. I did nothing but tick that box and I got the error when I ran it.

    Is this a bug, or do I just need Python installed or something?

  • There's an action to drop down through platforms. And it's possible to make your own acceleration with just a couple of events. The main problem I've had is there's no jump sustain when you tell the object to jump with an action, and there's no way I can see to recreate it.

  • This application failed to start because MSVCR71.dll was not found.  Re-installing the application may fix this problem.
    [/code:3bty0cxk]
    
    This has been happening to me lately when trying to run other people's .caps.  It doesn't happen on every one, just a few, but it seems like it's happening more and more lately.
    
    What's strange is that I seem to be the only person who gets the error, other folks can run the same .cap files just fine.
    
    Has anyone else experienced this?  Any clue how I might fix it?  I'd upload a sample, but I've never had this happen to one of my own .caps, and I don't want to upload someone else's game.
  • Hi.

  • Yes, you can put the Platform behavior on as many different objects as you want. And technically, yes you could have different controls for them. Construct doesn't yet have controls for two or more players, but you could do it with key presses instead of control presses.

    The Platform behavior has an action to ignore input (that ignores the default control scheme), which lets you control the object manually through other actions, such as setting the speed and all that jazz.

    But without networking you'd have to have two players on the same keyboard using different keys though, so it's not very practical. I'd wait until there's multiplayer support, controller support, and online support before you have to worry about it.

  • This would save soooooooooooooo much time for making HUDs.

    Not really :/

    The Counter object in MMF is basically a text object with a private variable to store the amount. It's just as fast and easy to set up a custom one in Construct.

    Plus the Counter object has a much more limited use than the text object... why make a more limited version of a more advanced object? As an analogy, that's like saying "I want a simpler spite object for when I don't need animation." Well, that's easy... just make a single-frame sprite with no animation.

    And if you wanted a health bar instead of text, that's just as easy to set up. Make a Tiled Background, or a Gradient, or a Box, whatever you want, and use a private variable for the health amount. The code to control the size would be something like "Always -> Set width to (health * barIncrement)"

    For a picture (like hearts in Zelda) you just make your Tiled Background a heart (say, 32x32 px). Then the code to control it is "Always -> set width to (health * 32)"

    Easy.

    We get a lot of MMF users asking about Counter objects. They're just so used to having to use them in MMF they don't see that Counter objects are completely unnecessary.

  • I can't see the image posted earlier but I think I get what he wants to do...

    He wants a layout object for a "pause screen" of sorts that shows the minimap for the game window. Am I correct?

    If so, here's how I recommend you do it:

    Put the pause layout object on the second layer from the top. Put the minimap on the top layer. Always hide the minimap, until your pause layout is visible.

    I just tested it and it works fine. If that's not what you were intending then, uh... good luck

  • Holy hell... that was

    AWESOME! There's so much wrong with the game, and it's so broken, but in a good way. It's very entertaining, I laughed my *** off.

    The race with Stolen is especially broke as hell, it seems like it's completely random whether or not you can get ahead of him. But that was part of the fun... the whole "WTF is going on" thing. Don't change it.

    Likewise I appreciated the fact that I could drive to the left at the start and fall off the world. The clouds, the clown, the music... everything is perfect. This is the very essence of a B-game.

  • There's also a Crimsonland-style minigame there. It's not very well hidden, but apparently no one has noticed it. I used to play it whenever I got frustrated with Construct or something

    Yes, I've played it... Doppel discovered it the other day and told folks in chat. I just assumed someone else would post about it . It's fun, but hard... I still like the main game better.

    Anyway, I really think you should post your plugin! I'm sure someone will find it useful

  • I think he means that VRAM error in the first post.

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  • Toggling attributes would be handy, yes. Sprites can change their collision mode at runtime, but Tiled Backgrounds and 3D boxes can't.