deadeye's Forum Posts

  • Hard to say. As nice as video demonstrations are, you can't really tell too much from them. It would be easier to see your .cap.

    Mu guess is that you have the health bar on a different layer that has different scrolling settings. If not... well, like I said, it's hard to say.

  • Clickteam have pushed me just a little too far this time around.

    What was it they did to you?

  • Bah, humbug. I hate snow

    We've had below-freezing temperatures here every night and I'm sick of it. I can't wait for summer. And some day I'm going to live somewhere that's warm all year round, maybe in a volcano or something.

  • Dude... scroll up and to the left

    You set the hotspot wrong

  • That was unexpected, and I didn't believe it at first. So I ran my own test.

    10,000 64x64 sprites, unlimited framerate: 300fps

    10,000 64x64 tiled bg's, unlimited framerate: 230fps

    P4 1.3 Ghz, GeForce 6200

    I'm stymied. All I've ever heard is that tiles are lighter than sprites. I'm also very curious why mine ran better than BenH's, because he has a better computer and a better graphics card.

    Oh, and Mipey... if my crappy computer can handle 10,000 tiles in a layout that well, then you pretty much don't have to worry about your game.

  • Hmm...

    <img src="http://i43.tinypic.com/25akdqd.png">

  • Well, "Attack" isn't something that's necessary for movement, which is what the behaviors basically do. You can create a completely new control for "Attack" and set it to whatever key you like, and call on that control by it's name with events... just as I did in lesson 5 with the "Action" control.

    As for renaming the "Move Left" and "Move Right" keys... well, as long as you're still using the arrows for movement, that's fine because the Platform behavior is defaulting to the arrow keys for "Move Left" and "Move Right."

    However, if you change the Move Left and Move Right keys to A and D, for example, then rename the controls "Go Left" and "Go Right," for example, then A and D won't work to control the platform movement. Since the controls have been renamed, the Platform behavior reverts to the original "Move Left" and "Move Right" controls, which are the arrow keys.

    So you can change the name of the of the control, or you can change the key for the control, but not both.

  • [quote:cjprxdbu]walking animations based on the terrain

    Heh I never thought of it like that but your right...

    Man the possibilities :O

    You just now thought of this? That's what he's been aiming for the whole time, man!

  • I only learned about construct a couple of weeks ago so i might sound like a noob, but how do you get him to jump when you press "z". I went through all the tutorials and i couldn't find the event to make him jump when you press "z". Mine only jumps when you press up and i can't seem to change it. Somebody help me please.

    Application properties... scroll to the bottom. There's a "Controls" section there. You can change the default key that a control uses in that section.

    Don't rename the "Jump" control to something else though... You can change the key to whatever you want, but if you rename it then the Platform behavior will revert to the default key, which is Shift.

  • No, no... not a Family. As PR said above, you need a Container. <- link to wiki page

    When objects are in a Container with each other, then picking one of the objects in the Container will pick all the instances of the other objects contained with it. Then you can do this:

    +For each Sprite
      ->Sprite: Set position to Hitbox
    [/code:nvjjv8wq]
    
    Then each sprite will automatically line up with the hitbox that is in it's container.
  • Um... what's the tracker? ^^;

    Congratulations, you're a beta tester now!

    Please be as specific as possible when describing the bug, including how to recreate it, and be sure to post any example .caps if at all possible.

    It's best to try and recreate the specific bug in a small .cap, rather than posting your entire game. It's easier for the developers to track down that way, as opposed to digging through a lot of events and objects.

  • Concerning your suggestion, is this what you mean?

    Every 100 * timedelta Milliseconds > Bullet: Spawn object 'Bullet_trail' on ...

    No... you don't need to use TimeDelta if you're using milliseconds. Milliseconds are measured in real time, not the time between ticks. So if you say "Every 100ms" then the event will trigger every tenth of a second, regardless of the framerate.

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  • You define your global variables in the Application properties. Then you can compare them in a condition with "System->Compare global variable."

  • Why don't you just do:

    +Monster.Value('isDead') = "true"
      ->Move wherever
    [/code:3pdaaefr]
    
    That will only affect the monsters that are dead.  No need for a loop.
    
    Or if you really need to use a loop then:
    
    [code:3pdaaefr]
    +For each Monster
    +Monster.Value('isDead') = "true"
      ->Do stuff
    [/code:3pdaaefr]
  • It appears that "Start of layout" skips over it for some reason. "Always" works though.

    Move with arrows.

    http://willhostforfood.com/files3/5311528/canvas.cap