deadeye's Forum Posts

  • Nice! I wasn't aware of a few of these.

    Might I suggest the following for the Picture Editor:

    F - Freestyle select

    R - Cycle through Shape select (Rectangle, Polygon, Ellipse)

    W - Toggle between Wand and Color select

    B - Toggle between Brush and Pencil

    E - Eraser

    G - Toggle between Flood Fill (G is the same in Photoshop ) and Color Replacer

    L - Line

    S - Cycle through Shape tools (Rectangle, Polygon, Ellipse)

    H - Hotspot

    I - Image Point

    [ and ] - Scale brush size down/up (same as Photoshop)

    Arrows - Nudge hotspot/Image point when those tools are selected

    - and + - Cycle through animation frames

    Ctrl M, Ctrl F - Mirror and Flip

    Ctrl R - Rotate by 90 degrees clockwise (for other degrees use menu)

    Number Row (not numpad) - Set hardness to number*10 (for instance, 1 would set hardness to 10, 5 would set hardness to 50, 0 would set hardness to 100, etc.)

    Uh... I can't think of any more right now

    Also, one thing that's bugged me is the numpad shortcut for setting the hotspot moves the hotspot even when the hotspot tool isn't selected. I think that should be addressed. It should only move the hotspot when you have the hotspot tool selected so you can see where it's moving to.

  • As a general rule I would avoid doing any gameplay action in a Start of Layout event, it's more for setting up your level. Placing objects, turning visible on/off, setting up variables, that sort of thing. Save the movement code for your main game sequence.

    Still, if it crashed it's a bug, or so the mantra goes.

  • I really like dkdoom's mockup A, I think that's the best look so far .

    Agreed.

  • Because I don't have it any more?

  • When I give an object platform behavior, it behaves in an unexpected way. I expect it to be completely 'transparent' (that is, the player can move through it freely), except when the player is jumping on it (that's when the object acts as a platform and allows the player to stand on it). In practice there's a situation, when the player is trying to walk through the platform. In that case the platform acts as a solid. Imagine the player standing on the ground, and a large block in his way, which is an object with platform behavior. The player won't be able to walk through it, but jumping through it works fine. Is that an intended behavior? The inconsistency (I can't walk through it, but I can jump through it) makes me think it's a bug.

    Are you talking about the Platform checkbox under Attributes? If so, yes the solid sides have been discussed and I've been informed that they'll be fixed in an upcoming build. So the way they'll work is they're only solid on top, but you can pass through on either side or from underneath.

  • well, the old thread was collecting cobwebs so ill post this new .cap here, note that the plat movement is temporary, im working on a custom that allows some physics interaction if i can, and im also making some non physics gear engines, because not all gears need to have physical reactions., it tends to be cpu intensive at times

    th3 fil3

    Repost .cap, whff has eaten it

  • I look at it this way: If you don't have Winrar, get it. Otherwise you'll be missing out on a lot of stuff because a lot of people use it.

  • What about the pic does it help us someway?

    That pic cured my diabetes.

  • What if the instance you are choosing isn't part of the event.

    Say you have 5 balls, you want the second ball to do something everytime.

    So your event would be [Always], now how do you do it so that only the second instance of the ball object is affected.

    you use Ball in the Always event whereas the event didn't use any condition or event that could pick a specific instance..

    You can't, simple as that. If you want only a specific instance of an object to do something, you have to define how to pick that instance in a condition.

    So for your five balls you could number them 1 through 5, then in your condition do "+ballSprite.Value('mynum') is equal to 2" to pick the second one. If your instances can't be picked by built-in criteria like "is overlapping" then you have to make your own way of picking.

  • Fixed.

    Upon first inspection I thought it might have to do with some event ordering stuff, but I couldn't see exactly why... except my gut tells me that the On Key event should be at the top. So I changed it. It's using the exact same conditions, just in a different order:

    <img src="http://i43.tinypic.com/20fuy55.png">

    I'm sure I could muddle through the logistics of why it was doing what it was doing but, meh... it works. Maybe someone smarter than me can explain why

  • Ah, I didn't realize custom platform movement wasn't possible in Construct. Too bad. Maybe in a future version?

    What Aeal means is there is no way for the player to customize the key controls at runtime yet.

    You can make any custom movement type you want with events, including your own platforming behavior. But the default platform behavior works really well, and it's easy to add custom mods to it. So unless you have a really good reason not to use it I don't see why you should bother trying to make a completely new custom movement. For the most part you don't have to go reinventing the wheel just to make your game.

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  • Just to make things clear:

    For general Construct questions, use Construct Discussion.

    The Help/Technical Support forum is where you ask for Help or Technical Support (go figure).

    When asking for help it is always a good idea to explain what you've done to try to make your project work on your own. Sometimes people will make full examples for you, but there is no guarantee. Try it yourself first, and if it doesn't work then post in Help/Tech and ask why it doesn't work.

    People will be more likely to help you fix something you've already made. They're not nearly as likely to just make it for you.

  • thanks

    hoping to see a paint program template in next release to start with.

    I'm not a dev but I think I can safely say this will never happen.

  • What have you tried in order to make it work the way you want? It's better to post for help rather than just having people make things for you.

    Try it out yourself. If you can't get it to work, post your .cap and ask why it's not working.

  • You mean like a HUD? Or Score?

    Put it on a separate layer and set that layer's ScrollXRate and ScrollYRate to 0.