deadeye's Forum Posts

  • > Text.Text = Python("cox")

    >

    Where exactly am i meant to add this at?

    It might not be too clear in SuperV's post but you need a text object to put your text into. It won't just appear in a command window or randomly on the screen. Right-click the layout and click "Insert an object" and pick Text (or whatever it is you want to put your text into).

  • Well, it did download the new version but it didn't update the old version, it just put the new version in a different folder. Still, it's a good example of the download and zip objects.

    And I am able to open your game now, but it crashes shortly after the computer player starts moving, or immediately upon clicking with the mouse. Now that I think about it, maybe the crash has something to do with shooting in general, and the crash occurs when either the computer player tries to shoot at me or I try to shoot at it.

    Also, is the tank supposed to sit for a few seconds and then go flying off the top of the screen? It's done that a couple times, much to my confusion.

  • I think a better question is "Why would you want to publish this program?" I hate to be the one to crush your dreams, but nobody is going to use this. There are already a gazillion text-to-speech programs out there with more functionality (and less "thanks for using my program hehehe" popups), so why bother? One of the first things I made in Construct was a text-to-speech program, but I didn't even bother posting it to the forum because, as you said, "it's super simple." Just keep it to yourself and consider it practice in learning Construct.

  • the mouse location cannot become an angle ( coz mouse location = (x,y) and angle is (0-360)..)

    hope this helps..

    but u could have a "dummy sprite" that is very very invisible. that way, u could have your object point towards that dummy sprite and you could launch you laser object towards that dummy sprite.

    also, the bullet movement for the laser is useful..

    What in the world are you talking about? "bullet: Set angle towards (mouseX, mouseY)" works just fine.

  • deadeye its almost a standard xDDDDD

    I know, I know. You don't have to rub it in

    Hopefully soon I'll be getting a new graphics card. Until then does anyone want to post a screenshot of how totally awesome this game is so I know what I'm missing? (Something else people should be doing in their threads, I think.)

  • I think people should start posting in their threads whether or not something uses Pixel Shader. I just wasted time reading and downloading this.

  • Awesome! I can't wait to try it out. I've been slacking on learning Python lately, but this will definitely motivate me to start up again.

  • That would be great! I'd also love a way to reduce the bounce a little, it's proving to be a bit more bothersome than I thought it would be.. I don't care about how it looks, it just makes landing and immediatly jumping less responsive than i'd like.

    File sent. I didn't correct the bounce, for reasons I explain in the PM, but all the other code tweaks I made are commented.

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  • I don't mean to be contrary Ashley, but that's not it. I mean, yeah that could be a problem, but that's not what's causing the animation bug. I was working with the .cap for hours with the detector visible, and the animation still stops even when the detectors are in the correct place. In fact I never once saw the detector fly away, it was always in the correct spot, so the animation bug isn't the detector's fault. And I don't know if electrii sent you a different version than what I got, but he had the detector set up with "Aways: set to position" rather than with a hinge in the file he sent to me.

  • Sorry for the late response.

    I've gone over your cap front and back, even going so far as re-writing both your entire animation and controls event sheets, and making all of your animations (even the static ones) four frames. It still has the same problem... the run animation will eventually stop and get stuck on frame 1. I have no idea why it's doing this. Hopefully Ashley will be able to find the problem.

    Anyway, I did do some streamlining on your code though, I can send you a commented .cap of the changes if you like. For instance, I was able to condense your animation sheet down to just two events, and your dust spawning effect down to just one.

  • Hey electrii, got your file. I don't have time right now to do any hardcore bug-searching but I can get to it later tonight. I was able to replicate the problem with the run animation stopping, though. I also noticed though that there were some code streamlining fixes you could make to smooth things out. For instance, you have "On Key Down" conditions in both your control events and your animation events, so it's a little redundant. I could make some commented suggestions and send you back the cap if you like.

    But yeah, like I said I'll dig further into why the animation is crapping out later on. I'll keep you posted.

    PS - I like your character design and the dust effect. Pretty slick

  • if i didn't read your post, deadeye, i'd have thought you did something embarrassing in front of your girlfriend lol

    Hehe, we've been together for five years. We're way beyond embarrassing each other by now. Getting sucked into RPGs is just embarrassing in general. RPGs are like the uber-nerdy darkside of gaming for me. I just can't stand that whole RPG fanboy "I cried when Aeris died" stuff, so RPGs are a rather guilty pleasure.

    At least I don't play MMOs.

    Anyway, to anyone wondering: If you haven't played Super Paper Mario yet but were wanting to, just rent it. Seriously. You'll beat it in two days and there isn't anything to do after that except collect stuff that you don't need. And it's not so much an RPG as it is a platform game with TOO MUCH DIALOG and a crapload of truly useless items (I beat the game only having bought like five things from the store in Flipside. I don't even know what most of the items do, I never had any reason to use them.). The original Paper Mario for N64 was way better.

  • A PM was sent to me a while ago that I just now noticed, asking how to rename your event sheets. When you click on Manage Event Sheets in the app properties or the project ribbon, click once to highlight the event sheet name you want to rename, then click again on the name to bring up the edit box. It's not a double-click, more of a "soft" click, like click-pause-click.

    (Hey Ash... perhaps an edit button in the dialog box would make renaming sheets easier on folks, like the one in the global variables dialog. Just a suggestion )

    Anyway, sorry for the late response and double-post.

  • I've spent the past week or so playing Paper Mario

    And then Super Paper Mario

    RPGs bring out the obsessive in me. It's like I can't commit to any other task until I've completed. For that reason I try not to play them. I hardly touched the computer during that time.

    I still want to play Thousand Year Door though

  • I was working on a bounceless physics-platform movement, but met with some mixed success. I set up some events to briefly add force downward when the sprite lands to overcome the bounce. It took a lot of tweaking to get it looking right, and even then occasionally it would stick to the ground momentarily on landing. Then there were other problems that had nothing to do with the ground bounce, like the sprite sometimes sticking to walls in midair when you push against them, even with the world solver and friction set to fastest. Eventually I scrapped it. I might give it another shot sometime, but I think I'm done trying to mix platforming with the physics movement. The only really good thing to come out of it was learning that you can get the detector to stick properly (no lag-behind) by using Create Hinge instead of updating it's x,y and turning rotations off.

    And yeah, I can take a look at your cap if you want. I'll pm you with my email.