deadeye's Forum Posts

  • So don't use "Center view on me." Use the System action "Scroll to object" instead.

  • is it the sort of thing that would be better implemented in the behaviour?

    Tough to say. Ultimately, it's down to the developer's judgments on that, and they don't always make their intentions known . It seems to me that adding Ammunition, Fire Rate, and Constant Fire would be useful, though.

  • What is a 'google'??

    I don't have anything noteworthy made, but I wouldn't mind hearing other people's work

  • Yeah, you just have to be careful about not overloading your graphics card. Or the graphics card of your players .

  • Okay then, how about just not when an Image Point is selected?

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  • It's not so difficult to make in Construct as it is in GM

    http://willhostforfood.com/files3/7051053/salvo.cap

    Just four events, makes use of the Function object and "Call function after delay."

    The turret behavior doesn't fire constantly though, which you would expect if they're firing in salvos. If the target moves beyond the angle at which the turret "Has target" then the turret won't fire. Seems to me that the Turret could benefit from some new features (no need to give Platform all the new features, guys ). Something like:

    Ammunition [Amount]

    Fire Rate [In milliseconds]

    Constant Fire [Checkbox] (if target is within the Range limit)

    Then "Reload time" would kick in after Ammunition is depleted. That way you could have separate fire rates and reload times, which is the sort of thing you need for something like this. But then again maybe it's not all that necessary, considering it can be done in a few events.

  • fieari, there is a Download object that allows you to, well, download things from the web. There's also an HTTP object.

  • But it only happens when the tile is trying to render at a sub-pixel position. For instance, on Point sampling, or if you tell Construct to manually round the scrolling to the nearest pixel, it works. Weird.

  • Speaking of hotspots, I recall the original conversation about changing the method by which it's viewed included a way to toggle whether or not it oriented the image by the hotspot. In other words, the ability to do it both the old way and the new way, by using a checkbox labeled "Align to hotspot" or some such. Is that still in the works?

    Also, as far as the hotspot crash when hitting the numpad while the hotspot isn't visible... perhaps you shouldn't be able to change the hotspot while the hotspot tool isn't selected anyway?

  • That sounds awesome.

  • Well... it shouldn't do that if your tiles are a power of 2 square (which they are), so I don't know why you're getting that seam.

    If you set the App properties to use Point sampling it fixes it.

  • [quote:1857qbvy]I'm trying to rotate my "screen" during game (a specific layer in fact).

    I tried to deal with "Set layer angle" and "Set display angle" actions triggered by time events ("timer is equal to X" and "Every X milliseconds"), but nothing happen... is there something wrong ?

    Did you make sure to leave enough room for the layout to rotate? If there isn't any space around the edge, there's no room to rotate the display.

    Alternately, you could check "Unbounded scrolling" in the Layout Properties, and the display will be able to rotate freely.

    Edit:

    It appears that there is a problem with using layer numbers for the zoom. It works fine with layer names though. For instance:

    On mouse wheel up -> Set Layer "Foo" zoom ratio to (LayerZoomX("Foo")+1, LayerZoomY("Foo")+1)

    Seems to work fine.

    Also, you will need to make sure you have enough room to zoom the display, same as rotating. The layers will zoom in properly, but not out, unless there is enough space on either side, or as mentioned before, if you have "Unbounded scrolling" checked for the layout properties.

    Also, these types of threads belong in Help/Tech.

  • Now thank you indeed linkman,at last i really understand how simple it is!

    Just an FYI... the FAQ link that Ashley posted earlier explains the exact same thing

  • The image is designed to fill the entire screen (so 1280x1024). How does the offset work?

    It works like this:

    http://willhostforfood.com/files3/17687/scroll.cap

    Until there's an expression for "Get offset" you'll have to use a variable like that.

    On the subject of tiled backgrounds, is there any reason you can't animate one?

    Yes... tiles don't have animation. That's what sprites are for.

  • How big is this image? As long as it's not super huge, you should be able to make it loop with Tiled Background. You could scroll the texture with "Set image offset."