deadeye's Forum Posts

  • But if you hate layers, then you might need counseling.

  • I can't speak for the devs, but I really doubt .psd support will ever be implemented. First off, it would be rather complex to code, I'd imagine. Second, .psd's can have vector layers, text layers, masks of varying types, adjustment layers, effects, and all manner of non-graphical data in them... so yeah, that just adds to the complexity. Animated .gifs or .apng's would probably be more likely, in the future. (I wouldn't mind .apng support, personally .)

    As for importing mirrored images, just import all of your frames for one direction, select all the frames, copy them, paste them in the other direction, and flip them all in the image editor.

    And my own personal method for making animations is by using Photoshop, and setting everything up in layers... just like you, I'd imagine... but I also add a pixel to each frame to register the hotspot so it's easy to line up after importing to Construct. It's just a matter of clicking the pink pixel on each frame (or whatever color). Then it's just a matter of a quick pencil tool on each frame to cover it up. It's not as time consuming as it sounds.

  • You can cut down a lot of instances by using tiled backgrounds. Things like grass, dirt, roads, etc., are generally made from repeatable textures. Just stretch them to fit, they tile automatically.

    And you don't have to, say, have a section of grass on one tile, then a section of road, then another section of grass on the other side... you can have one big area of grass and just lay a road on top of it down the middle.

    Just be smart about how you place your tiles and you should be fine. Especially since static tiles, by defenition, generally don't move around. You're not going to get much of a performance hit unless you have thousands of moving objects.

    My advice: just build a test level and see how it runs.

  • I assume you mean "Why do you have to set the vertical speed to 0 to make him stop, but not the horizontal speed?"

    And, uh... I don't know. If I were to venture a guess... it seems to me that the horizontal speed respects the Deceleration values, but vertical speed doesn't (because, well... it doesn't have any). So if you don't manually set the vertical speed to 0, he just keeps climbing after you let go, but where horizontal movement is concerned he comes to a stop. At least, I think that's why.

    Maybe David or somebody has a better answer.

  • AI thought 0 - 1 = -1.

    0 - 1 does indeed equal -1. But that's not what's happening here.

    The equation indicates it will either be 1 - 1 or 1 - 0. Neither of which is 0 - 1.

    1 - 0 /= 0 - 1.

    1010100010011101010100101010011101 010101100100100101

  • Looks like MobyGames doesn't like hotlinking.

    But I guess it doesn't matter because you seem satisfied with Mipey's answer.

  • It's, uh... a tool for changing the value of the Platform behavior properties at runtime so you can test out various settings. You can click to create platforms too.

    It might help if you're looking to fine-tune your platform movement and you don't want to keep closing/restarting your .cap after changing a setting. Anyway it's just a little utility and it only took few minutes to make, but someone might find it useful.

    Download

    <img src="http://i39.tinypic.com/686g07.png">

  • You could always just build your own debug/testing tools within the game itself so you can change values at runtime.

    Press a key, add more life. Press another key, add more gravity. Press another, reduce the jump height, change the ammo, allow walking through walls, change levels, whatever. It's pretty common practice when you're making a game to have developer cheats or controls like that.

  • Exactly as it's shown...

    "1 - TimeScale" means "one minus the current TimeScale value," so if your TimeScale is 1, then it's 1 minus 1, which equals 0. If it's 0, then it's 1 minus 0, which equals 1. It's like a toggle switch.

  • (didnt you ppl think about using it on your pc before buying all wirelesses?)

    I didn't buy my controllers :/

  • You can use milliseconds. That should work just fine.

    Also, 60 bullets a second is... crazy. Hell, 20 bullets in a second is a lot.

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  • Thank you for your timely reply, I do dislike it though when people answer a question with a question.

    Hi, welcome to the forums.

  • I have a 360 controller, but it's wireless. And I don't have a wireless receiver. So, uh... why am I posting here?

  • Your Else is clashing with your Or's. Do this instead:

    <img src="http://i41.tinypic.com/4j5mk4.png">

    Also, you don't need several "On start of layout" events... just one per event sheet will do.

  • why are you using a tiled background for these tiles which you dont actually want to tile at all?

    Well, because sometimes you want to have an still image with no animation and doesn't need any special hotspots or image points or other features that a sprite has.

    I mean, should we be using sprites in this case?