deadeye's Forum Posts

  • First off, there is no 3D support for Construct other than the 3D Box object. There may be some in the future, but not until after version 1.0.

    As for the rest:

    1.I will try to build a AVI object, but I do not know how to play it.

    Add the AVI Object to your layout. In the event editor, use the action "Load" and enter the relative path for your AVI movie. Then use the Play action.

    2.I build a sprite, because it added to give a lot of pictures, so I use the Import frames, it is not perfect. It does not know the picture of the alpha-channel transparency. Therefore, one can only use Add frames and a guide Into the picture and I hope that the author can resolve this issue.

    When I Import frames into a sprite, it recognizes the alpha transparency just fine. Perhaps you could explain in a bit more detail?

    3.Why should picture all the resources in the exe files in the package? �Separately, and then package it not be better?

    You can always have your sprites as external files, and use the sprite action "Load animation frame from file."

    4.How to remove the effects of mobile sprite ?its mobile same as in ice skating?

    I do not understand. Could you be more specific?

    7.I would like to double-click on a button, transform sprite on the action, how do the �For example, I click of a button, sprite is walking movements, I double-click that button. Sprite on a treadmill action. After release A stand on the action

    Again, I'm not sure what you mean. Are you saying that you want an animation preview for your sprites?

  • If it's not working like you expect it to, post your .cap so someone can have a look.

  • Actually, you don't really have to worry about the resources like that. Once you have your background in, it takes up just as much space as if you made a copy of that background. So if you're cutting up your background into separate pieces and looping them off-screen (so that one piece goes offscreen to the left, then moves to the right to scroll into view again) then you're pretty much wasting your time. So just make your seamless background, drop it in the layout, size it to the full size you need, and set your scrolling rate for that layer. It won't take up any more resources than cutting the image up into several chunks, and it's much less a pain in the butt.

    The more I mess around with the background images ,the more I'm really looking forward to the scrollable tiled background.

    Me too. I can think of a million uses for them. Fake parallax, rain, snow, fog, clouds, star fields, menu screen backgrounds, etc. etc.

    Then again, I was the one who first suggested it

  • Okay, I gave it a shot (downloaded the new version).

    Am I to understand that every time you kill one hammer, um... thing, then two more spawn?

    <img src="http://i38.tinypic.com/13zqz4h.png">

    That's kinda silly. Perhaps instead of making them spawn that way, you could have a timer interval whereupon enemies spawn, and killing enemies simply shortens the interval.

    Also, since it's a spaceship, I was kinda expecting Asteroids controls. The eight-way contriols kinda look a little off when the player sprite is a ship. The thruster is in the back, but it can go any which way it wants

    I also don't hear any sounds, but there is a TBassSource log text created when I run your game. Do you have external sounds in a folder that you forgot to include in the .rar, or is my computer just not playing your sounds for some reason?

    I also don't get the theme of the game, I suppose it's something that I'd have to read your blog to understand?

  • Heh, just don't pull a Randy Marsh in the library

    Is it a nice place? My lodgings for school consisted of a one-room dorm with a bathroom and kitchen shared with the neighbors

  • While I wait to download from megaupload I might as well recommend that you use http://fileshack.us/ . All the cool kids are doing it.

    Megaupload kinda blows.

    Anyway, I'll try out your game and report back later.

  • Hello again, I've come to smack you over the head with more critiques.

    First the good:

    1. The background trees look much better than the first version

    2. Spanky can now walk from one end of the level to the other without getting stuck on the scenery

    3. The particles on pickups are slightly improved

    4. I no longer experience the animation bug

    Now for the crits:

    1. I hear no sound at all. Do you have the sounds as external files that you forgot to add to the .rar?

    2. The water does not wave at all for me. It is perfectly still.

    3. The level design lacks variety now that you've taken out the ledges.

    4. When Spanky dies, his body just stands there while his ghost goes off to heaven. Perhaps make a "fall to ground" animation where his eyes are closed, or have x's over them or whatever.

    5. The ghost is always facing left no matter which direction Spanky is facing when he dies... it should be facing the same way as Spanky's body.

    Some minor things that you may consider changing:

    1. Even though the trees are better than before, they still feel a little gloomy.

    2. When holding both the left and right keys, Spanky always favors looking to the right.

    Other than that it looks like it's coming along. The framerate is pretty decent, but then again your wavy water effect does not appear on my machine (and yes, I have ps2).

    Edit:

    Oh, almost forgot. Your app icon appears to be corrupted on my machine:

    <img src="http://i33.tinypic.com/5nljpi.png">

    Unless it's supposed to look that way. The first one was like this as well.

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  • i just hate that raggy edge you get with the flame effect,

    Well then I guess you shouldn't use it.

  • I prefer XPadder, it's much more user friendly to set up, and it covers a wide range of game pad types (you can import an image of your gamepad to map the keys to). If they don't have your game pad, then you've got a really funky, obscure game pad.

    http://xpadder.com/

  • Make renders of 3D models and use those as sprites. I guess.

  • Glad you got that all sorted out, machrider

    I guess should have been more specific before and saved you the trouble. But yeah, that's exactly how I did my jack-in-the-box enemies in LHiT.

    Perhaps I should scrap bits and pieces out of that game and make a series of mini-tutorials instead of having everything in one big .cap. It could also use some updating, as it's five months old. Hell, it even had obsolete code for back then, I think it was version 0.92 or something.

  • It would be nice to have default preferences that the user could set up (under File-> Preferences, naturally) for things like sprite size, layout size, etc. That way whenever a new one of whatever is created, it's made with those preferences that the user has specified. (As alspal said in another thread, having a new layout automatically be the same size as the app resolution would be nice... perhaps a radio button to enter a user-defined size, and another for "Match Application Size")

    This could extend to new apps too, for automatically setting options like resolution, sampling, scripting, default controls, and all that jazz.

    I just find that I'm always changing the same things whenever I start a new app, so it'd be nice to be able to customize it.

  • I think they're real people, they invaded another forum I go to and the responses seemed tailored to that forum (though it was obvious they weren't reading threads). If it were a bot you'd think the responses would be the same everywhere.

    Plus, I don't want to imagine a bot that smart.

  • I doubt it is a problem with anyone's mouse. The mouse is a pretty reliable piece of technology in a PC, and I don't think Construct's quite at that point yet

    I have experienced IDE lockups once or twice on startup. It seems to be related to trying to use the menu when its checking for updates, but I'm not sure and haven't ever had it stop responding to clicks after some use.

    Actually that could be it, at the time it was happening there was a particle hotfix that I kept skipping past because I didn't need the hotfix yet.

  • Er, I must be blind or something, how do I change the attributes of an object in order to make it say, turn solid on and off depending on where the player is? There doesnt seem to be a "Toggle Attribute" function

    It's under Sprite actions: Collisions: Set Collision Mode (None, Point, Per-Pixel, Solid)

    And congrats on working things out. It sounds like you're on the right track (and just about at the same point I am as far as moving platforms goes). If you perfect your platforms, post an example