deadeye's Forum Posts

  • That's true

    Gah, why didn't I remember that? Sometimes I wonder if I suffer from early onset Alzheimer's

  • Well, by now you know where all the settings are, and you have the basic idea of what needs to get done. I guess if it's not working for you then post your .cap so someone can take a look at it to see where it went wrong.

    Just about everyone here is willing to help... but if you show what you have so far, people will be more likely to help you figure it out.

  • How about adding black bars to keep the original 16:10 aspect on a 4:3 resolution?

    I'm guessing to mean so you could support both types of monitor, from like an option screen? I don't see why you couldn't... you could try putting actual black bar sprites on the top layer. If you place them in the right spots and make them the right size, and get creative with the resolution and maybe some zooming, it could work pretty well I think. It's something that might need some tweaking to perfect but I don't think it'd be all that complicated.

  • I'm wondering, would it be possible to build something like this with the springs:

    <img src="http://i35.tinypic.com/flvfio.png">

    so that only the top moves up and down, instead of the springs acting like hinges and the top part just flopping over to one side? Like, by restricting their angle to just 90 degrees or something.

  • Nice blob! I tried making one back in the day but gave up because it was proving to be too much work. I made a ring like yours, but I was looking for more stability so it wouldn't fold in on itself. If you're looking to make a more stable blob, you might want to check out this article, it has some good ideas:

    http://cowboyprogramming.com/2007/01/05/blob-physics/

    <img src="http://i38.tinypic.com/1124wi8.gif">

  • Na its not one event Its 5 events.

    Jeez David you're slipping, get it together man

  • Heyo! Looking good there. Everything's looking nice and slick. I get slowdown on my machine every once in a while from all the fancy effects though. But the lava and the shine on the blades is hot, hot hot! Nice job!

    I think the handspring move is sweet, and the animation looks cool, but the frame where her legs are up in the air is shown just a split-second too long which makes it look a little jerky. I think it might look smoother if you just made it the same speed all the way through the animation. Worth trying out anyway to see what people think, and it's easy enough to change back if it turns out to be worse.

    I also get the tile separation glitch on my machine but that's no fault of yours.

    And unfortunately I feel I have to respond to this...

    Anyways, you're working with deadeye so I'm done responding to this thread.

    What wrong with you? This is totally inappropriate and wholly uncalled for. If you don't like me or whatever, fine... keep me on ignore. But don't go skulking around the forums trying to troll me every chance you get, especially in other people's threads. You're just going to end up getting more good threads locked.

    Sorry for the derail.

  • Sweet, those springs look like they'd be awesome to play around with.

    Also, going to guess one event.

  • sorry, won't this toggle between 0 and -1?

    Nope. And sorry, I forgot to say "make the initial value for g either 20 or -20."

    So if g is 20 then 0-g (zero minus twenty) will be -20.

    And if g is -20 then 0-g (zero minus minus twenty) will be 20.

    Just try it. It will work

  • The crash might be a bug that needs fixing, but your (1-Global('g') is wrong.

    +Player collides with sprite
       -Set g to (0 minus g)
       -Set force of gravity to g
    [/code:1c9dxf6b]
    
    This will toggle back and forth between 20 and -20.
  • <img src="http://i38.tinypic.com/311s65k.png">

    ~ OR ~

    <img src="http://i36.tinypic.com/23hpurt.png">

  • You can zoom a layer's x and y separately by a percentage.

    I just tested it out on one of my projects and it works just fine. I also have a widescreen monitor, but the stretching is usually very minimal and not really noticeable in most games. The game I'm making though has a ball as the player object, so you can see that it's slightly oblong in fullscreen. Changing just the X zoom ratio to 80ish percent fixed it.

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  • [quote:11v3ogku]My only suggestion is that maybe you should make the window 800x600, A LOT of people use their desktop resolution at 1024x768, so that would make the game more accessible in that sense.

    Did you see that, Sol? I didn't even have to pay Kr!s to say that

    (@Kr!s... I've been telling him this forever)

  • Some of these things are issues that are being dealt with, some are bugs, and some are things that will probably never be implemented in the default behavior so you'll just have to code your own method.

    Ashley has mentioned the possibility of changing the push-up routine of the platform object so that it pushes out of solids in the direction it went in instead of always defaulting to up.

    As for the window dragging, it's a bug. I believe I reported it a while back, but that might have been for the sound object messing up when dragging the window.

    I've never had much success with vertical moving platforms. I've always had the jittering effect you described. But... the last time I tried making a vertical platform was before the introduction of adjustable gravity settings at runtime and the ability to set the velocity of the platforming character manually.

    The method I've been thinking of (but haven't actually gotten around to trying yet) goes like this:

    1. Measure the distance from your platform sprite's hotspot to the bottom edge of the sprite in pixels.

    2. For your vertical platforms, make an image point exactly that number of pixels above the top edge of the platform.

    3. Make a foot detector for your platforming sprite.

    4. When the foot detector is overlapping the vertical platform (and the character isn't jumping) do the following:

    • Turn gravity off for the platform object.
    • Turn Ignoring Input on for the platform object.
    • Set the platform object's xy to (self.x, (platform.ImagePointY(1))
    • Manually intercept the controls for Left, Right, and Jump
    • If Left or Right is pressed, manually set the horizontal speed accordingly

    5. If Jump is pressed, or if the detector is no longer in contact with the platform, turn gravity back on and Ignoring Input to off.

    It might need a little tweaking, but I think it could work. Possibly. Theoretically with no gravity to fight against the jitter will be eliminated.

    As for intersecting the sides of horizontal moving platforms, you'll have to code your own push-out routine to avoid being popped to the top automatically by the platform behavior. At least, until the new push-out method is done.

    Finally, as for your question about whether or not Construct can be used in a production type scenario for a platform game. I'm assuming you mean "can you currently make and release a bug-free game of commercial quality." Well, probably not. Construct is still in beta. Either you can wait for v1.0 or you can help out with bug testing and wait for v1.0.

    It is however quite capable of making playable games, if not perfect ones. You just need to be aware that things will probably be a little buggy for a while.

  • lol damn im stupid. Fine be that way Deadeye

    I was just playing with you man, it's all good