deadeye's Forum Posts

  • Something like this maybe?

    http://upload.namelezz.net/downloader.p ... streak.cap

    I'm sure the effect can be tweaked to look more like what you need.

  • Why you be lockin' threads, man? Are you just looking for something to do?

  • [quote:footjzyp]I remember reading something somewhere saying that Construct has an unlimited amount of actives available and without any slow-down, is this true?

    Depending on what graphics card you have, and what you're doing with the sprites, you could have several hundred sprites moving around on the screen without any slowdown.

    Physics will slow things down with hundreds of objects colliding at once, because it's mathematically CPU intensive. As will calculating collision between normal sprites several hundred times per tick (as in with a loop).

    Heavy use of shaders, motion blur, large amounts of particles, etc. will cause slowdown on some graphics cards because they're very GPU intensive. The Plasma object will as well for some people. Be frugal with your effects. Try to fake it as much as you can by creating effects on your sprites before importing them into Construct whenever you're able to.

  • You can also pause by using a modal layout object.

    What is this? I've seen the term used before, but I have absolutely no clue what it means

    I'm probably really stupid for not knowing, huh?

  • Nope. It'll still take up the same amount of VRAM no matter how big or small you stretch it.

  • NO!

    Well I don't know, maybe. I never tried.

  • Thanks but no thanks, Thomas... I need to change the versions periodically and I don't want to be beholden to anyone for hosting. I need control over where they're hosted, and when they change. I already bug Ashley about hosting the files on the site every time I update. And if I can't get in touch with you for whatever reason then you'll have outdated files.

    It's taken care of, for now anyway.

  • Looking pretty good so far, man

  • Thanks SuperV, but I need a way to manage the files.

    Anyway, WHFF is still struggling with their file issue, so I updated the first post with box.net links. They're not direct links, but I can't find another decent host that does direct links :/

  • First I haven't found anything explaining

    "" & Sprite.Value('var')[/code:26ywxdpp].
    Ok ampersand means add to the variable, but [code:26ywxdpp]""[/code:26ywxdpp] means huh?
    

    Well... image points can be referred to by name or number, yeah? And they're named 1, 2, 3, 4, and 5. So I added "" to indicate that it was a string, so as to reference the point by name. Then I put in & which is the string concatenator.

    Second, every time I add a private variable, it automatically creates an initial value no mater what I do.

    So change it in properties. Different instances of objects can have different values in their private variables in the layout.

    Or, as I mentioned before, with a loop at runtime. Either way will work.

  • Or use magic pink.

    Okay:

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

    No, seriously... it works. Give the sprite a variable, and number them 1 - 5. You don't need to use UID. Hell, you don't even need to make five copies of the sprite in the layout... you could Destroy On Startup and make a loop that creates five sprites and numbers their var 1 - 5.

  • Hey now, I haven't been unsuccessful. You can't be unsuccessful if you don't actually try

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  • Give the sprite a private variable and number them 1 through 5.

  • Try linkman's IK Solver plugin for the arms, instead of using bones, and just use bones on the legs.

  • I'd like to be able to toggle whether the control scheme for the Platform behavior is default or inverted at runtime. I attempted to create my own manual control scheme to overcome this (by setting input to "Ignored" and moving the platform object manually), but I ran across this bug:

    https://sourceforge.net/tracker/index.p ... id=1003219

    Yes, the bug needs to be fixed anyway, but fixing the bug doesn't fix the inverse-control toggle issue. If I make a manual control scheme for Platform by setting the input to ignored, then I have to create my own acceleration events as well .

    Also, David... don't forget about the "Mover" attribute we talked about