deadeye's Forum Posts

  • You can do it with the System object. There's a general "Compare" condition that lets you access the expressions for objects if there isn't a built-in condition for them.

  • Whoohoo! Terry over at TIGSource scanned the whole page and posted it

    <img src="http://www.b3tards.com/u/2951c544e5d930f23b20/pcgamer197_tcr.jpg">

    Click for the full page (linked for size)... The Lake was also mentioned

  • Whoops! Looks like you got the old version before Construct v0.98 came out. It has old code that isn't necessary any more because moving platforms are now automatically recognized by the Platform behavior. So either you downloaded it before I made the update, or you got it off the wiki (which doesn't appear to have been changed yet).

    You need the version of Lesson 4 in the first post:

    And I'm afraid I don't know what you mean about Lesson 5. I can move to the right just fine. Is anyone else having this problem?

  • I suppose you could use the Image Manipulator to load those sprite sheets and crop desired tiles, then copy them to sprites.

    I'm pretty sure he means he wants to do that in the IDE, not at runtime.

  • Sorry I missed the whole conversation . Yes, I stored the sign text in a variable for each sign. In restrospect maybe I should have come up with a different solution... they're kind of a pain to edit that way. Oh well, live and learn.

    And I guess I didn't take repeated viewings into account. I suppose it would be a bit tedious to play through again if you just wanted to check something really quick. Perhaps I'll whip up a readme for each one that has all the sign text numbered in a .txt file or something that you could download separately if you want.

    Thanks very much for the Platform School lessons...

    I've found lessons four and five a bit out of my league at the moment.

    You're welcome . And if there's anything you'd like me to cover in more detail, let me know.

    Looking forward to seeing Charlie swim next lesson.

    Well, the next lesson might be a while. I haven't yet drawn Charlie's swimming or climbing sprites . I also have to draw a ladder, but I already have some animated water sprites I can scrap from an older project (the same project I took all the ground tiles from... it's not going to get finished, so I might as well put them to use).

  • Thanks for trying dataflashbot.

    If anyone can get me a clear image of that magazine page I'll be most grateful.

  • Construct supports alpha transparency automatically. You don't have to define a color as the transparent color for your sprite... just create your sprites with alpha to begin with.

    Or go through the image editor and delete the background to all of your frames.

    The sprite image importer seems to have a feature that handles the color mask for you, but I don't believe it's been implemented yet. Either that or is just isn't working.

  • Yum yummy, I love Alien Artichokes.

  • There are problems with both offset and invisible detectors in this case... using offset would require several conditions to check all sides of the ball, which means extra code.

    And using an offset in that manner, as well as using a detector sprite, would mean that the detection area could overlap more than one brick at once, thus destroying two bricks with one hit, which would look strange.

    I agree that each movement-type behavior that interacts with solids should have some sort of collision condition built into it that you could use instead of the regular "On collision" condition. Either that, or be able to utilize the regular "On collision" somehow.

  • The method I posted before doesn't seem to work the way I thought it would.

    This, on the other hand, works like a charm:

    <img src="http://i40.tinypic.com/2gy366s.png">

    And it's the simplest method I could come up with. Setting it to fall when Jump is pressed won't mess things up when you're jumping without holding down because it processes the jump before the fall, it seems.

    By the way, David... the Yes and No seem to be reversed in the "Fall through platforms" dropdown (which means that in event 3 you're actually telling Construct to fall, and in event 2 you're telling it not to)

  • I think that's just an optical illusion caused by the change in direction. His rate of movement along the X axis stays constant. As a test, focus instead on the background parallax layer and you will see that it scrolls along at a steady rate.

    You could alter his speed in the Slopes event sheet if you wanted to slow him down on on the slopes though.

  • I still use Photoshop 7, so I got the scripting plugin off the Adobe site:

    http://www.adobe.com/support/downloads/ ... ftpID=1536

    And here's where I got my layers-to-png script:

    http://www.kirupa.com/motiongraphics/scripting6_2.htm

    And I think scripting is in CS by default... not sure though.

  • You can already do a batch import. Under the "Import Frames" dialog, just select all of your frames and hit open. It will automatically import all of them as seperate frames to add.

    ...what? <img src="http://www.b3tards.com/u/2951c544e5d930f23b20/emot-doh.gif">

    That's my second "Doh!" moment today. I'm on a roll.

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  • > off topic, but how did you manage to put an expression into the 'set color filter' action? it defaults to a colorpicker ...

    >

    After you've chosen "Set colour filter" as the action, right click where it says "Filter", and you can choose to use an expression from the menu that appears.

    Right click? <img src="http://www.b3tards.com/u/2951c544e5d930f23b20/emot-doh.gif">

    So that's how you do it. I was having trouble with that the other day.