deadeye's Forum Posts

  • It doesn't actually say anywhere in the interface - "Sprite" - when you select a sprite, or whatever.

    Ah, good point. Perhaps there should be a "Type" field in the Common properties. Sounds like a feature request to me

  • Edit:

    Oops! I read your post wrong

    Edit 2:

    Oops! I gave the wrong answer to the right question

    It's because Tiled Backgrounds don't have any "Appearance" settings in the properties.

  • On "Pause" pressed - System: Set Time Scale to 0

    That works. Then I want to set the Time back to 1 if I hit "Pause" again. So my thought was:

    On "Pause" pressed, Timer is equal to 0 - System: Set Time Scale to 1

    I guess my thought process is wrong in that case, right?

    You're changing your TimeScale from 1 to 0 and back to 1 in the same tick. Use Else:

    +On "Pause" pressed
      +TimeScale is equal to 1
         ->Set TimeScale to 0
      +Else
         ->Set TimeScale to 1
    [/code:r751qiqn]
    
    As for this...
    
    

    Start of Layout - goldValueField: Set text to global('Gold')

    Look at that trigger there. It says "Start of layout." So when do you think it will perform that action?

    Try "Always" insead

  • 12) It'd be cool if we could set the runtime to run at a zoom level that we could set.

    Say, we create a game for 720p (1280x720) and set the runtime zoom level to 50%: The runtime preview would be displayed at 640x360.

    You already can do that. "Set display resolution" and "Set zoom" in the System actions.

  • its because of the antialiasing created when you zoom in

    There's no zoom in this .cap, though...

  • Wow, I would have never thought to look for that.

  • Whoa, that was weird. I just caught the tail end of it though, looks like it's fixed now. I had just enough time to search for "hello" and every page was harmful. Then I searched for "Scirra" and it stopped doing it.

    Or... maybe that fixed it

  • Uh... what? It shouldn't, it just has Bullet behavior on it, nothing special. The speed is set to 50. It should take a couple of seconds to cross the gap, not a couple of seconds per pixel...

    It's working fine for me. And Rich and Sslaxx both tested it and said everything looked fine. Is that happening for anyone else?

  • Are you ready?

    And the next lesson is ready, too!

    • [url=http://www.scirra.com/phpBB3/viewtopic.php?f=8&t=2154
        Creating two more advanced custom controls for swimming and climbing ladders.

    The last one was a piece of cake. This one gets a little more complicated. There's nothing really all that new, it's just more of the same, using all the basic ideas learned from prior lessons. Just, you know, taking it to the next step, so to speak.

    Oh, and for anyone that cares, I had to redo all the previous lessons to correct a mistake (that I had no knowledge of until yesterday) so if you want to, go ahead and re-download them. It's not really necessary, though... it just has to do with renaming your controls. Short answer: Don't rename the default controls if you're using a behavior that uses controls for input.

    Also, I'll get those text files for the signs up some time soon.

  • That's... really weird. It definitely looks like a bug, you should report it.

  • Well, without looking at the .cap I can only guess what's going wrong... but I would assume that it's because of the order of events. When you have two "On control pressed" triggers in one tick, they both will trigger. So if you have:

    +On control "Ball" pressed
      ->Catch ball
    
    +On control "Ball" pressed
      ->Pass ball
    [/code:2s95oxjz]
    
    then both action 1 and 2 will trigger.  You might have to structure it like so:
    
    [code:2s95oxjz]
    +On control "Ball" pressed
      +value('hasBall') is equal to "true"
        ->Pass ball
      +Else
        ->Catch ball
    [/code:2s95oxjz]
    
    That way you're only doing one control check, but depending on the sub-events there could be two different outcomes.
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  • Hehe, that's awesome

  • Layout Editor

    - [FIX] Objects on locked layers can no longer be selected in any way

    There is a porblem.

    I can still select objects on locked layers by using the Object bar. Is this intended?

    Also, I can still select objects on locked layers with CTRL-A and move them around and such, as long as the layer I have currently selected is not locked.

  • I think there might be a bug with remembering picked objects in sub-events. Maybe. I changed the events to this and it works fine:

    <img src="http://i39.tinypic.com/2gws7m8.png">

    Those events do exactly the same thing as yours do, just without sub-events. I can't quite tell if it's a bug or not though, it's early and I haven't had my coffee yet

  • No, it's not on hold. The new tutorial should be out later today.

    As for menus, that won't be until lesson 12.

    However, cutscenes and saving won't be in this series of tutorials at all, so don't hold your breath on that.