deadeye's Forum Posts

  • WTF O.o

    Bwaahahahaa!

    Anyway, yeah that guy really is a jackass.

  • An excellent review, Sol. You make some really good points. I didn't realize that the game held such deep meaning for you as an independent game developer, but I can really see where you're coming from.

  • deadeye

    Yeah lol, nobody drinks that crap here. IRONY! Fosters wins at it.

    Heads up: Nobody drinks that crap anywhere.

    We do, however, wash our hair with

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  • Am I right in saying that this only happens on the boundary between Tiled Background and Sprites (or other objects)? It doesn't look like the tiled background is breaking up inside of itself, just the borders. I will try and fix this ASAP.

    Not just at the boundary between sprites and bg tiles, no... the edges of the bg tile objects themselves are just where the problem is most visible. If you have a bg tile all on it's own you might notice that it's sort of shifting around inside it's bounding box by about 1px. At least, I have.

    In the .caps I posted with the bug report (the ones that no longer work), the tiles were much smaller and you could see the entire tile shifting up and down (or left and right) much easier. It's like it can't render sub-pixel increments the same way as sprites or something so it's moving the contents to the next whole pixel. I think. I'm not super techy but that's what it appears to be doing to me.

    Edit:

    Hehe, conflicting reports itt... We've just teamed up to confuse the hell out of you Ash

  • Im semi-dee-dee-dee

    Aw geez, did you just quote Carlos Mencia? That's it, I'm never helping you again

    Heh, jk

  • What, no Fosters? But it's Australian for beer

    Fosters, what a joke

  • Short hair, brunette. Boi-oi-oi-oi-oing!

  • I think it's more likely that his brains have been hijacked by Jim Beam

  • It's no reason to turn away new users because you're afraid that will happen.

    I would never turn someone away just because they're... incoherent. I'm usually (well, sometimes) (um, okay... occasionally) helpful.

    But that doesn't mean I don't secretly want to strangle them muahahaha

  • Can you post a .cap file reproducing this?

    I think I couldn't reproduce it on my 8800 GT last time this was reported, and last time I decided it might have been an issue with drivers. Try updating your graphics card drivers and see if that helps.

    Okay, it turns out that I did need to update my graphics card drivers, so I updated, but that didn't help any. It's still happening.

    http://www.fileshack.us/get_file.php?id ... glitch.cap

    Instructions in the .cap. I even made a circles around the areas where the tiles separate, so you know exactly where to look.

    After you run it, try zooming the layer and you'll see that the effect gets even worse. That is, if you're able to reproduce it at all.

  • One other request I have is, if a platform object collides with a "wall" for example... can you add something in there that can make the animation "stop" instead of insisting on playing?l

    Heh, I'm going to cover this in my tutorial, under the intro to detectors

    If you have left/right detectors attached to your platform object then you can shut off the animation when one is intersecting the wall.

    Alternately, if you don't want to use detectors, you could do it by checking if the x coordinate is the same as it was the previous frame. So like, if the player is pushing the run key but the character isn't moving... well, you get the idea

  • Would you please stop this stereotypical thinking?

    You know how people say "it's stereotypical because it's true," but it turns out it's not actually true? This isn't one of those things. I post on a few game dev sites pretty regularly, this kind of thing happens a lot.

    It will happen here too. In fact it already has, just not as as much. It's just something you have to learn to live with.

    Still a little annoying though.

  • Picking is handled automatically for a lot of things.

    For instance, if you say "sprite is overlapping ground -> destroy sprite" then only the sprites that meet the condition are picked and destroyed.

    If you know the unique ID of an object, you can pick it that way as well.

    If there are no easy ways to pick like that, or you know you will have situations where some objects might meet similar criteria, you can make your own ways to pick with variables. Give each of your sprites a private variable, and make it unique. Then you can do "sprite.value('myvariable') equals whatever -> do something."

  • Yeah, I still get this too. I found the bug report I posted back in February:

    http://sourceforge.net/tracker/index.ph ... id=1003219

    Looks like it's still open.

    Edit: Those .caps no longer work under the current build, but the problem still exists.

  • Very cool looking

    Any more problems with the animation in your engine, or did you get that all sorted out?