deadeye's Forum Posts

  • Sounds a little strange. Maybe upload your .cap so someone can have a look?

  • Well, that I know. What Im asking is rather this: Object A(uid 54) is being shot by Object B (uid 43)(bullet), but instead of Object A being destroyed, I would like Object C (uid 86)to be.

    Would be usefull when you are using another object for collision checking.

    Edit:

    Ah, see. That's a little more specific.

    You can use containers for this, so that when one object is picked via conditions, another one (or more) is too.

    Here's an article on it:

    http://69.24.73.172/scirra/wiki/index.p ... Containers

    Dude, I totally forgot I even wrote that article.

  • You don't need to worry about it. Just do this:

    +enemy.sprite is overlapping bullet.sprite
       -Destroy enemy.sprite
    [/code:3gfu3e9d]
    
    Instance picking is handled for you.  Only the instances that meet the criteria of your conditions are selected for the actions that are in the event.  If all of your enemies are dying when only one is hit by a bullet, check the logic of your conditions to make sure you're not picking more than you need to.
    
    If you're still having trouble, post your .cap so someone can take a look.
  • You can do this easily with subevents

  • If you don't loop the animation then it stops when it gets to the end. That's how it works.

    It makes sense if you think about it.

    If you don't want to have to bother with "Play animation" actions, then just check Loop, and set the Repeat To box to the last frame. You're still going to have to Set Frame to 1 if you ever want to play it from the beginning though.

  • Bah, I prefer the runtime motion blur! To me that looks nothing like motion blur, because the main object graphic is still perfectly crisp. It's just a smudgy trail behind it.

    Smudgy trails are awesome, David is awesome

  • lmao what?, im canadian and that makes no sense to me

    Oh, did they move Canada to northern UK while I wasn't looking?

    Canada isn't the only place that's north, you know

  • CPU ***** is right. I get around 10fps with only 2000 grains of sand. Which if you think about it isn't really all that much considering there are 102400 pixels in your 320x320 app alone.

    I tried bogging it down to 1fps but I gave up around 6500 grains of sand (was about 3fps).

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • LOL totally forgot I had typed that post!

    As for the meat squares one of the actions I added to physics was a spring, and somehow its disappeared, so currently the cap file doesn't work. Next release should have the spring action and then I can upload u the cap

    Awesome

  • Are you trying to make hacker tools with Construct? Naughty, naughty

  • Uh... what is it? I don't see any info on that page or screenshots or anything.

    And the first question on the faq should be "What the hell is Bite Fight."

  • When I read your post last night I made a quick test of the OR condition and it seemed to work just fine. I was able to make sets of rather complex conditions and I didn't notice any problems.

    Didn't post about it though because I thought maybe you were talking about something else.

    Though maybe an AND would help cut things down. So instead of

    +Left arrow is down
    +Walk = 1
    +Player is on ground
    +OR
    +A key is down
    +Walk = 1
    +Player is on ground
    +OR
    +Left joystick is down
    +Walk=1
    +Player is on ground
    [/code:141rvzpi]
    
    you could do this:
    
    [code:141rvzpi]
    +Left arrow is down
    +OR
    +A key is down
    +OR
    +Left joystick is down
    AND
    +Walk=1
    +Player is on ground
    [/code:141rvzpi]
    
    Though I don't know how feasible it would be to implement, and really it's just a small time saver.
  • Yep, looks like a bug. The canvas appears to paste the object relative to it's own x/y coordinates rather than the world x/y coordinates, so if the canvas is tipped on it's side, and the bullet hits it on the bottom, then the canvas still thinks it's being hit on the side, so it pastes on it's side, which in real-world coordinates is now actually the top.

    Strange. You should report it to the bug tracker.

  • ahh well. Guess having pixel art is really not ideal for this program.

    Pixel art seems fine, just not small pixel art. Take a look at SB's game. It's pixel art, but it looks good because it's large and detailed.

    If you want more chunky, retro-style pixel art, you could always scale the sprites up 2x before you import them into Construct. That's what I plan to do with my next project.

  • Yep, it was exactly as I suspected. Check your PM's, I sent the fix back to you.

    The reason this is happening is because your duck animation isn't looped. Once it gets to the end, animations stop. You have to kick them back into gear with "Play animation." And to insure that your animation always starts on the first frame, use "Set animation frame to 1."

    And like I said before, the Trigger Once condition will insure that you don't activate the set frame and play animations actions over and over again every cycle.

    Nice looking sprite, by the way.