deadeye's Forum Posts

  • kk, i tried it in photoshop, u just need to make a layer mask and save for web,

    Huh? I guess that's one way of doing it. Another way would be to not flatten your image and just save as .png. The transparency will be saved automatically.

  • Welp, I finished HL2 (actually a few days ago but whatever). Awesome game. I thought the ending was kinda weak though.

    Anyway, I decided to check out a speedrun of the game, and holy mother of god. I had no idea you could break the game so badly. In the speedrun I watched the dude does all of Ravenholm in under one minute and ten seconds. WTF.

    Check it out here: Direct link to the Ravenholm part (Google video)

    He also does all of Highway 17 without the car

  • but I think even photoshop doesn't have a separate alpha channel editor

    Actually it does, but you don't really ever need to used it unless you're doing really advanced stuff. And messing with the alpha channel separately from the image is not something you want to do unless you really know what you're doing.

    As for QuaziGNRLnose: The image editor does automatically handle alpha already, but the best way to get total control over your graphics is to use a separate graphics program like Photoshop or GIMP, then export .png with transparency. Construct will import the transparency no problem.

    Even if the image editor is beefed up with a lot more options, it will never have the functionality of a dedicated graphics program like Photoshop.

    Or WILL IT?

  • There could be a mode where the display is V-synced, but the runtime returns a constant value for TimeDelta. For example, if TimeDelta always returns 0.01 regardless of the real value, the built in behaviors and any custom timedelta-based movements would be absolutely exact and work the same way every time.

    Actually that makes some good sense. I'd been planning a platform game with movement similar to Flashback or Prince of Persia. Since this debate over pixel precision started, I was getting a little worried about how my engine might behave, as the movement of the player sprite is largely dependent on what animation frame is playing.

    For instance, to jump and pull yourself up on a ledge, you have to be pixel-perfectly lined up with it underneath. In the original games this isn't too much of a problem because the tile width and the length of the player's walking animation are designed to complement each other, so you won't ever have to make tiny little taps to get lined up just right. The player sprite just naturally stops on the exact spot where they need to jump.

    With Timedelta as it is now, and these arguments suggesting that the movement could cause the player sprite to be off by as much as ten pixels would make for a bit of a headache in workarounds. (Even though PoP is designed to line you up automatically, it's not 100% perfect. Sometimes he does get off-line with the edge of the tile and "teleports" slightly to the left or right when you jump. It looks a little funny.) Doable, to be sure, but if your fixed Timedelta solution works the way I think you're describing it, then that should make things a bit easier.

  • Ta-daa...

    <img src="http://xs130.xs.to/xs130/08342/gravity839.png">

    I didn't notice any "slipping" but when I released the platform sprite it would instantly fall at maximum velocity. This fixed it, and theoretically should take care of your slipping issue too.

  • More flexibility with collision conditions is a common request, so I've added two new conditions for the System object in the next build

    Wow, that sounds awesome

  • An issue here, for example, is the need to alter the timing on a frame by frame basis. I could, say, make a string variable for each animation that stores the right information and then play it off.I know I can do it, but it'd be nice if I didn't have to make all these alternatives to features already in construct.

    I don't mean to sound flamey here, and I definitely don't mean any disrespect... but if you can do it, then why don't you? Ashley has stated his case for why Construct is made the way it is. You're asking for a rather fundamental change to Construct's engine, and all for a problem that's very specific to what you need done (and no one else).

    The level of precision that you're seeking is something that I think only God and a handful of fighting game enthusiasts who can think between animation frames would appreciate. The kind of players like my ex-roommate Karl who own their own fighting game stick and carry it with them on the bus to the arcade to practice for tournaments. Not that there's anything wrong with that... he was really friggin good.

    Anyway, my point is this: If one is seeking a change to the way Construct works, and one is in the minority of users who need this change, and this change can be accomplished with events, then the logical answer is to just make it with events.

    Such is the burden of specialization. It takes more work, and fewer people appreciate it.

  • No prob. By the way, the project is looking pretty sweet. I can't wait to play it

  • If you're really that hard set on tick-based animation, there's nothing stopping you from doing it.

    Set your animations to no loop, and 0 frames per second. That way they won't auto-play on their own.

    Then make a custom tick-based animation routine of your own, manually setting the animation frame when you need it. I can't imagine this would take more than a handful of events.

  • Update:

    Oh I get it. Writing float from Layout editor is impossible on my machine, but passing float numbers in Events works fine. Thanks Deadeye ^^.

    Well I guess that's good news and bad news, you should be able to enter decimal values in the layout editor as well. I wonder what's causing that to not work on your machine At least it works in events.

  • Yep, as I thought, it was a Trigger Once issue. I ran into the exact same problem when I did my animation routines. Here's the fix:

    <img src="http://i38.tinypic.com/2jg494i.png">

    Works fine this way, without having to set the jump animation to loop.

  • Not a bad demo, and I agree it is faster. Looks pretty slick. There seems to be some zsorting issues for some of the sides here and there (bottoms showing up above sides) but I'm sure that can be tweaked.

    But this:

    -> more control of depth (3dBox don't accept float numbers for depth)

    Is just plain wrong. I'm able to put any decimal number I want into the depth, either in the IDE or at runtime.

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  • To clarify. Whenever I use an animation that does not have looping and that animation has played through, all the other looping animations only play the 1st frame of their animation.

    Ah, I see. I myself am unable to recreate this problem so I suspect it's an issue with your code. If you'd like to post the .cap I can take a look at it.

  • I've read and re-read your post and I'm afraid I still don't understand it. It's worded a little confusingly.

    Are you saying that when you jump, your animations stop looping/playing?

    The only thing I can think of off the top of my head without a better explanation is you might be setting your animations to frame 1 every cycle. Add a "Trigger once while true" condition to your set animation frame/play animation actions.

    If that has nothing to do with your problem, could you explain what's happening in better detail?

  • Nice engine. Runs pretty smooth. I hate pressing up to jump though, but it's an easy enough fix.

    Might I suggest a running attack? One that won't stop your momentum.

    Also, I get tearing on your background tiles with a fixed frame rate. When I turn V-Sync on it looks much nicer.