deadeye's Forum Posts

  • Okay, I have a bug but I don't know if it's considered "game breaking" enough... the "Allow down button" checkbox for Platform behavior keeps checking itself after I uncheck it. I'll post to the tracker if you want.

    Edit: It's not serious, it just appears to be a cosmetic thing. You can still toggle the setting on and off. I'll upload to the tracker.

  • Well, I just downloaded Rich's example again. You were right, it is stuck in the walk cycle. If I open it in 0.98.3 it works just fine.

    Sorry, I just used one of my own .caps to test to see if the animation was working, and since it was working fine I assumed there was something else wrong.

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  • [quote:7eou6ns8]The problem is, it does it in Rich's bone movement example as well, so I'm guessing it's not something I'm doing. If you want to see if it does it to you just download Rich's bone movement example. I also uninstalled and reinstalled Construct 0.98.4.

    Still, there's no way to tell for sure if it's a bug unless you post a .cap. And it sounds to me like it might be an events thing, because I have never had any problem (or heard of anyone else having any problem) with their animations not stopping. And if you're making the same mistake with bone animation that you are with the sprite animation then yeah, it could do the same thing.

    I'm not saying it's definitely your fault, it could very possibly be a bug... but the place to start is by describing what you're doing in the Help forum.

  • I think i found a bug (maybe it's just me). My player object won't stay still. It just keeps playing the running animation. This problem occurs in Rich's bone/platform example also. Do I need to upload a .cap?

    I have a feeling that's not a bug... try posting your .cap in a Help/Tech thread.

  • Ah, okay. I was slightly confused there for a second, let's just leave it at that

    So far it works good though . You guys are really looking for a way to get away from detectors, aren't you? Well you won't foil my plans... I'll find a use for them muahahahaa!

    Seriously though, I can't think of any use for them any more. I'm scrapping my detectors lesson and moving on to the next one. You have successfully rendered them obsolete, it seems.

  • [quote:8ckof3px]- [ADD] Platform: ... new conditions for testing wall left/right/above

    Sorry for double-post... where are these conditions located?

  • Awesome . The changelog looks nice... downloading now.

    ...unless there's something really serious which breaks this build, in which post it here in the thread and I'll see if I can fix it ASAP!

    Fingers crossed...

    Edit:

    Hey, my half-assed gear button is in this build

  • I've been planning to finish it off completely, with the proper ending and all, so I've been waiting on building it again until the final version. I've been putting it off though. I need a kick in the pants to get working on it again. I think the main reason I haven't picked it up again is because I just want it to be over with already. Why work towards putting it behind me when I can just forget about it now?

    And I also have to relink all my sounds because I moved my project folder. Oh, the tragedy... will the suffering never end?

  • Okay sometimes I need things spelled out for me. So about this whole z ordering business let me see if I've got this straight.

    Let's say within a certain layer of a layout you place all of your decorative scenery. Let's say you've got one tile for dirt, one for grass and one for clouds and you just use multiple copies of those three tiles to decorate the whole level. So if understand this correctly the z ordering means that you would want to say select all of your dirt tiles and send them all to the back. Then select all the grass tiles and send them all to the front. Then select all the cloud tiles and send them all to the front.

    Is that what you guys mean by z ordering?

    Yes, pretty much. You can also do it at runtime by making, say, a z-sort group that runs once at start of layout so you don't have to do it manually.

    But this is pretty much just an optimization for lower-end cards if there are lots and lots of tiles, and honestly it's probably not going to give you a huge performance boost on it's own... maybe just a few more fps. But if you're optimizing a large game that's lagging then every frame per second counts, and shaving off a few here and there adds up.

  • It looks really nice put together like that. I hope the BitBlot guys don't mind using Naija for an example like this, but I have a feeling they wouldn't as long as nobody uses their stuff for an actual game. And it's really helpful to see how the pieces are constructed, how they overlap, where the outlines stop, etc.

  • What? You're just playing the demo version then . Ben Bernanke isn't in the final version...

    Sound Version:

    http://willhostforfood.com/users/deadey ... edRock.rar

    Nosound Version:

    http://willhostforfood.com/users/deadey ... ock_ns.zip

    I guess I should update the first post, eh?

  • Are you just looking for stuff to do, Sol?

  • Well, it sounds like you have it pretty well planned out, actually.

    And yes, creating your own custom behaviors or objects isn't out of the question, as long as you know how. BROO recently wrote a rather specific object for his game recently... all it does is keep track of Samus Aran's inventory

    By the way, I really liked Uneksians and I voted for it . Are you continuing that project at all?

  • My game requires a lot of dynamic non-visual objects. I guess I can simulate these using invisible sprites and private variables. But how would I write behaviors? How would I map user input with these behaviors?

    What specifically are you trying to do?

  • Seems to work fine for me...

    http://willhostforfood.com/files3/8469389/Testfix.cap

    Did you put the name in quotes? All strings should go in quotes.