deadeye's Forum Posts

  • Glamthaus, you are a genius. This demo is amazing <img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" />

    Also requesting the .cap, I must know your secrets.

  • Hold control and scroll the mousewheel.

    Wha... <img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" />

    Well, I'll be damned.

  • Edit:

    Never mind, I'm stupid. Ignore this post <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" />

    Um, not the above post. Just this one.

  • Didn't there used to be an action under the movement types to turn that movement on or off? Or am I just going crazy?

    For instance, if you want to switch the movement of a sprite from platform to physics, you'd do like so:

    + Condition

    • sprite -> Platform -> Deactivate (or whatever it was called)
    • sprite -> Physics -> Activate (or something)

    I know there was a conversation about it some time ago, but I can't find it now. I could have sworn that Ashley said he was implementing this feature, but I could be wrong. Or am I really just going crazy and making up my own beautiful reality?

    <img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" />

    Edit: Okay, I found the "Set activated" action for Platform movement... maybe I just thought it was on the physics movement for no good reason.

  • The object CAN save.. that's why I don't really understand this discussion.

    Perhaps I wasn't clear... yes, the object is meant to open from disk, manipulate the image, and save images to disk. But there was no way to display the opened files. Putting the image into a sprite is a way to visually see on the screen what image file you're manipulating.

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  • I'm not sure you fully understand the purpose of the object. To me it seems it's meant to be used to modify files on disks (bmp, png files), more than to display and put effects on sprites onscreen which can be done via shaders.

    Yeah, but how are you going to modify an image file if there's no way to display or save the image file? That's what this conversation is about.

  • Yet another feature request...

    Would it be possible to enable copy/paste between apps? I just tried it with no luck. I copy the orangeBox:

    <img src="http://xs123.xs.to/xs123/08030/app1448.jpg">

    But when I paste it into a new app, I get a blank sprite with no name:

    <img src="http://xs123.xs.to/xs123/08030/app2625.jpg">

    I'm starting a project with someone else. They'll be doing the graphics, and I'll be doing the coding. It would make merging our work together much easier.

  • I kinda feel sorry for Ash with everyone nagging him about 3D. If I were him I'd probably snap and go on a murder spree with a machete.

    "RRRAAARGGHHH! I've got your 3D right here!" *choppity chop* <img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" />

    Attan: I disagree 100%. We already have several 2D gamemakers to choose from. Anything to set Construct AHEAD should be added.

    Stability and feature-completeness aside (and assuming these will be a non-issue by v1.0), Construct is already way ahead of most 2D game makers. It's definitely ahead of all other free and open-source ones.

    Compared to commercial game-makers, it'll be about on par with MMF. The only 2D game maker I can think of off the top of my head that may be better is Torque.

  • Yep, you can use "Rotate towards position" or "Rotate towards another object." As Doppel pointed out there's a "Rotation amount" setting for both of those.

    Alternatively, you could do something like:

    +Sprite Angle Less than 180
      -Sprite: Rotate 2 degrees clockwise
    [/code:27t7u81m]
    
    "Set angle" makes the object jump immediately to whatever angle you pick, "Rotate (whatever)" sets the angle gradually.
  • After a day of work , this seemingly non worrying condition has gotten worse.

    Previews will no longer run, and the same error message pops up.

    I tried exporting an EXE and that doesnt work either.

    I have a earlier saved version of the .cap that works ok, but after adding a few more functions, it craps out in the same way..

    <img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" />

    Check your task manager for instances of temp.exe and dr. watson and end-task them if they're there. Then try previewing your app again and it should work.

    I get this same issue every once in a while, but I haven't yet noticed a pattern, and I haven't been able to recreate it on demand 100% of the time so I haven't done a bug report on it yet...

  • Awesome, thank you <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • Submitted to the bug tracker, but I thought I'd post it here as well to see if anyone else is having this problem.

    Test .cap (be sure to check Fullscreen):

    http://www.mediafire.com/?49msg3jbrxd

    I made this .cap just to see how my sprite would look when rotating at fullscreen. But when I close the .cap using Alt-F4 and return to Construct's Layout Editor, I get the following error:

    Runtime Error!
    
    Program: C:\Program Files\Scirra\Construct\Construct.exe
    
    This application has requested the Runtime to terminate it in an unusual way.
    Please contact the application's support team for more information.
    [/code:1gqza88g]
    
    This only happens when the Layout Editor is showing upon returning from full screen.  So if I have the Event Sheet Editor selected before I test my app, it won't crash right away, but crashes as soon as I select the Layout Editor.
    
    Maybe there's something funky going on with my crappy video card.  In case that's the, uh... case, here's my video card info:
    
    [url=http://www.nvidia.com/page/geforce4mx.html]NVIDIA GeForce4 MX 440[/url].  Please don't laugh at me <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed">
  • 2D has certainly the priority, but actually the possibility of just having a 3D sprite with simple 2D collisions would be AWESOME.

    I agree this would be pretty sweet if Construct had the ability to do this somewhere down the line.

    If I could ever make something like this with Construct, my head would probably explode:

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  • Not necessarily... array paste needs info entered into a dialog. Flood fill would work on a single click. Also, array paste is limited to rectilinear areas. If implemented properly flood fill would fill an irregular area of grid spaces.

    It might not be totally necessary to have a flood fill, but would be a little different.

  • Flood fill would be nice too. Actually, the more tools the better, but Paint Brush and flood fill is probably the most needed. Being able to resize the brush would be nice too.

    Are we still talking about a tile-editor interface? Because I was under the impression that it would simply be a "click in or drag across gridspace to place tiles" type of thing, so brush size wouldn't really matter...

    Flood fill makes sense, though.