deadeye's Forum Posts

  • deadeye's demo was very usefull but you cant realy stop it if you wand to place a object( i am building a level editor) its always scrolling:P

    So add some kind of other control to it, like a mouse button you hold to scroll or something. It's just one more condition to add.

    Not sure about the save/load thing though, I've never used that feature. Hopefully someone can help you with that.

  • Make a sprite that is invisible on start. Make an event that always sets this sprite's position at mousex, mousey. Then give the sprite the "center view on me" attribute.

    That'll give you funky results.

    Here, I made a quick example of simple mouse scrolling. It's not timedelta'd and it uses a sprite object instead of pure math, but it's the easiest way I could think to do it:

    http://willhostforfood.com/files3/74640 ... olling.cap

    It only scrolls when the mouse is in the window, and the further away the mouse is from the center, the faster the screen scrolls.

  • Yep, that's real tetris... it screws you over on the long pieces, just like the real game

    And don't get me wrong on this... it looks awesome and plays really well, and overall it's a very impressive example, but I don't think you're helping hkg.mahwa much by posting it.

    (By the way, you forgot to include the .mid file )

  • I didn't say it wasn't possible, I said you don't need timedelta inside of a loop because the loop would complete before the final position of the sprite is updated. Or something. I don't remember now.

    I think what I meant was you should move your objects with timedelta, but if you're doing something like a loop that pushes things out of solids you don't need timedelta.

  • I don't see the containers you made, but if you do put blueglow and blueplant in a container together then this works as well:

    <img src="http://i39.tinypic.com/2uz732v.png">

    Also... why so many shaders just to make your glowing sprites? Use Photoshop or Gimp or something to blur your sprites before hand. That's just overkill. Yikes.

  • DId you miss my post on the previous page?

  • In this case though you can't use containers to destroy the glow. If you destroy one object in a container, it destroys all the objects in the container. Since you want the plant itself to stay, you'll have to find another way.

    If you're going with containers, you could make the blueglow invisible when you touch a plant, instead of destroying it.

    If you're not going with containers, then you'll have to define which blueglow you mean in your conditions. Construct can only pick the proper instances if you tell it which ones to pick in your conditions.

    This:

    "On collision between player and blueplant ---> blueglow: Destroy."

    Is incorrect. You haven't defined which blueglow you want in the condition, so they all disappear. Try this:

    +On collision between player and blueglow
      ->blueglow: Destroy
    [/code:1pyvw0wt]
    
    Since the blueglow has been defined in the condition, that's the only blueglow picked for destruction.
  • Yes, I saw it

    I thought it was very slick. Best example of the bumpmapping effect I've seen yet.

  • Your player sprite is separate from your hitbox sprite, that's why it's not working. The hitbox has the 8Dir behavior applied to it. It's that behavior that checks for animation tags to apply to the sprite it's assigned to. There is (as of yet) no way to share that tag information with another sprite, so your player sprite isn't getting any command to change animation.

    You'll have to make your animations work with events.

  • Sounds doable, I'll get right on that.

    Hey wait... isn't this supposed to be the other way around?

  • stainsor please post your tetris.cap

    hkg.mahwa, do you know what I'd like to see from you? Your own tetris.cap. Try making one yourself. You know the basics of Construct by now, just try creating it one step at a time. If you get stuck on a specific part then ask for help with that part in the Help/Tech forum. Then continue on. If you get stuck again, ask for help again.

    I'm sorry, but I find it rather irksome when people come in and just ask stuff to be made for them. Construct is a tool that helps you create your own games. Everyone here is glad to help out but please, show some initiative. Show some proof that you've at least tried making it.

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  • In the Event creation part of a layout, you can manually load an image using "AppPath +". For example, say I have a folder called 'Game' and have my .exe in there. I then create a sub-folder called 'images' and put a file called 'pic.png' in there. In the Event editor, I can manually load that image using "AppPath + images\pic.png". I don't have Construct in front of me right now so I can't give exact details, but that's basically how it works. The downside to doing it this way, though, is that once you go back to the Layout editor you can't just drag and align that image visually because the image is only loaded when the executable runs and gets to the event.

    What is it that you're doing that you would need to manually reposition the image after it's loaded? If you gave more details on what you're trying to make there might be a solution to help you out.

    And if you're taking about something common like replacing tiles or sprites within a game, then obviously the tiles or sprites would have to conform to your game specs before importing them or they wouldn't work. The objects that you've already put in the layout would still be in the same places... you're just loading different images to them. If they images don't fit then the game would look funny, sure... but that's the same for all games that let you replace sprites and such, it's not just a Construct thing.

  • Perhaps it would be more realistic, if you are changing direction, to add the deceleration and acceleration rates together. Then when you start accelerating in the direction of the arrow key you are pressing, it carries on at just the acceleration rate.

    Yes, I think that's the effect he's going for. It does seem strange that when stopping you slide say ten feet in the direction you were going, but when turning around you slide twenty feet. Turning around should make you slide less than stopping, not more, no matter what your acceleration is set to.

    Even if your acceleration was set to 1 you should slide just about as much when turning around as you do when stopping.

  • He's right, it does act funny. Stopping happens quickly but when turning around you sliiiiiiide for a long way.

    At higher acceleration and deceleration values it's not as noticeable, but since he's trying to recreate Sonic's movement, it's very noticeable.