deadeye's Forum Posts

  • Just a heads up, but if SNES style art is what you're going for then those graphics are much too hi-res.

    Will give the gameplay a shot later...

  • I'd like to give David a thank-you for fixing the gravity directions on the platform behavior, even though it doesn't appear in the changelog

    Okay, I was all set to swap my placeholder sprites, but if I now double click the sprites, the picture editor won't come up at all anymore. Bug?

    Confirmed. Double-clicking a sprite in the layout or in the object bar does not open the image editor. Double-clicking a frame in the animation bar does, however.

    And double-clicking tiled backgrounds works fine, no problem there.

  • construct.net/en

    It's in the top title bar, but only in the default theme.

    And Czar Green

    Which is the best theme anyway.

  • Ugh, found a bug when trying to make my own flashing work:

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

    Anyway, I'm also having problems with an alternate method of flashing a sprite:

    http://willhostforfood.com/users/D/deadeye/flash.cap

    The blue sprite is meant to turn invisible every 150ms, and turn visible every 300ms. It does work... but very poorly. For some reason it's flickery and inconsistent . This is for my tutorial, so I'm looking for the most concise, simple, and non-hacky-workaroundish method possible for flashing a sprite. Having the "Flash" action work based on milliseconds would solve this perfectly.

    Could use the timer behavior, also.

    I did try that, and ran into another bug. I'll try to recreate it and post that a bit later on. As I said before though, I am looking for the most basic and concise method for the tutorials, and honestly using the timer behavior just seems like overkill. It's a workaround that simply wouldn't be necessary if the Flash action were updated.

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  • I wasn't even sure if those objects were the right ones to use.

    There is really no "right way" to make something like this, simply efficient and inefficient ways. Tinker around with it a for while until you're satisfied with the result.

    As for dynamically sizing the boxes, I believe there was some talk about an upcoming feature for changing the text box size based on it's content. I'm not 100% sure though, perhaps a forum search will help you out on that.

  • You could try being more specific with your problem. "In places" is pretty vague. The bone animation editor is a place, you could change the frames there.

  • Welcome

    Right now there is no way to remove a hinge or set the Immovable attribute at runtime, I'm afraid. But they are worthy additions so you could request them as features.

    If not, could someone perhaps tell me how to emulate this? What I'm trying to do is have static objects placed around the playfield and when a certain event occurs, apply physics to them.

    Could you perhaps be more specific in what you're trying to do? What sort of static objects? What sort of physics are you applying? Are you dealing with gravity? Do you just not want certain things to move until told, or do you want everything freezing/moving in unison?

  • Does frame rate effect it?

    edit: yes it does

    Well, that's no good

    All the more reason to change it to milliseconds. I hereby officially request this change

  • When setting a sprite to Flash, the options are for "Frames" and "Frame interval." What exactly constitutes a "frame?" If I wanted to flash a sprite for 3000ms, what would I put?

    And wouldn't milliseconds make more sense, since everything else is done in milliseconds?

    Edit:

    Hmm, I think I've figured it out... if I want three seconds of flashing, I set it to 180 interval? Does that sound right? Confirmation, please

  • Nope. Particles don't do collisions. They're meant to be fast-rendering effects. Collisions would just slow them down.

    You'll have to make your own particle-ish system with sprites if you want collisions, I'm afraid.

  • As for the jump key debate, you could just have both Z and Y do jumping; I'm a fan of the ZXC... + arrows system.

    I realize now that my previous suggestion to use both Up and Z for jumping is pointless... when you manually tell the Platform behavior to jump using events, it ignores jump sustain. Which this game has. So this won't be possible until the method for setting controls is revamped for Construct.

    Also... how did you get a sig image? I thought they were disabled for anyone under 500 posts

  • EDIT: I fixed it up to where the entire image isn't colored the same way. Each pixel's hue now changes based on what color they are originally.

    Hot damn, that's quite nice

    But maybe you should make a second shader that does it the old way as well, and call it "Monochrome Hue" or something like that

  • A cool thing would be to cobble together a _really_ simple game using Construct, the first one using the game design I've described and the second one your design - and let them poll on which experience was more fullfilling, more fun for them. I'd just love to see raw numbers in that case.

    If it's that important for you to be "right" about... opinions... then hey feel free to do whatever you want.

  • You have Bullet behavior applied to your bullet. It's overriding your Physics behavior.

    If you want an object to interact with other physics objects, you need to have it use physics only. When you mix physics with other behaviors you get weird results.

    Remove the Bullet behavior. Try setting force of your physics object towards mousex, mousey when it's spawned. Oh, and uncheck "Immovable."

  • [quote:2xwo29ul]Yet, that was 20 years ago and look at how Zelda has evolved.

    For the worse, in my opinion.

    Anyway, I don't think surprise deaths are any big issue in games, plain and simple. You die, you try again. You fail, you try something different to succeed. That's the name of the game.

    But I see that you feel really strongly about the issue so I guess I'll just say "agree to disagree" and leave it at that.