deadeye's Forum Posts

  • Wow, I just randomly came across a reply video for this... and found like eight others. It seems this bear has become quite a youtube phenomenon.

  • Woohoo, I come back after the holiday and find out I have another Christmas present! <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • Yep, I can confirm it does the same thing for me.

  • Any way I can convince you to post your todo list? I'm curious to see what's on it <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • What exactly is stopping you from making it?

  • Here you go:

    http://www.mediafire.com/?fpw4jfwmbzn

    It rounds the count to seconds.

  • Here's a zip with a couple of examples of how you might do the scrolling:

    http://www.mediafire.com/?6txxtf4ymzz

    In vertscroll.cap the layout size is 320x4000. The red box is set to "Center view on me" and both the box and the ship are moved 1 pixel up every tick. The star sprite is a 320x1000 repeatable tile, and there are four of them. The star sprites themselves don't move.

    In stars.cap the layout size is 320x480. The stars are much smaller tiles and are created at runtime just off the top of the screen and moved down 2 pixels every tick for layer 1 and 1 pixel every tick for layer 2 to get a parallax effect. The ship itself doesn't move (unless the player moves it, of course).

    Hope this helps.

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

    Sounds like your computer woes are over...

  • All I know is BASIC <img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" />

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  • Not yet, at least not on the layout itself. You can draw a line on the Canvas object, though.

    Edit:

    Hmm, found a weird bug:

    When choosing a line color to draw in the action, it won't remember expressions. I can type in an expression (like 157 or random(255255255.0)) and when I go back into the action to edit it, it's reverted to the "Default" color picker, and the chosen color is black.

    Also, check out this example:

    http://www.mediafire.com/?czylsyw3txt

    It's supposed to draw a line of random color from 0,0 to Sprite.X, Sprite.Y (controlled by the mouse. For some reason it wouldn't draw to MouseX, MouseY.) Instead of a random color, though, it draws only black... unless you move the mouse outside of the window. Then you see it flashing to random colors.

    Another thing, if you turn of "Grab Frame" and move the mouse outside of the window, the line still stays black, but "fades out" as it gets toward the edge of the window.

    Bug submitted to SourceForge

  • How about instead of using a loop you just move the sprite like so:

    <img src="http://xs222.xs.to/xs222/07513/noloop.jpg">

    If agility is 3 then it'd move three pixels, which is the same as moving one pixel three times in a loop. Unless you're using the loop for something else, that is.

  • > This way you can do a loop numOfObjects times, and use a condition of "loopIndex = spreadValue" to manipulate an individual instance.

    >

    The For each condition completely supersedes this.

    Ah, I see now... I was under the impression that a "For each" loop was just a shortcut way of doing a For loop numOfObjects times. I feel a bit stupid <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" />

    I'll have to play around with it now that I know what to expect.

  • Affecting specific instances is useful when you have complicated, automated routines for multiple instances of things (like a gravity routine that affects every enemy). You can do it in MMF by using Spread Value, which is sort of like assigning your own UID's. But with Spread Value you have the advantage of knowing that the UID's go exactly in order from 0 to numOfObjects. This way you can do a loop numOfObjects times, and use a condition of "loopIndex = spreadValue" to manipulate an individual instance. I've actually been trying to come up with a way to do something similar to Spread Values in Construct, because I use them so much in MMF.

    For instance, I made a pachinko-type screen saver in Construct a while back, where physics balls randomly drop through a series of pegs. Occasionally one of the balls would get stuck on a peg, so I made a routine that would "bounce" the screen and set that ball's velocity to something random so that it would shake loose of the peg. But when it triggered, every ball on the screen was affected, whether it was stuck or not.

    With Spread Values I could have fixed that problem very easily, and I guess if I knew what I was doing with UID's, I might be able to fix it that way as well, but I don't <img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" />

  • The physics movement has it's own solidity. Check it out under the movements properties, you'll see a setting for "Collision mask." You can currently set it to bounding box or ellipse.

  • > Okay then I guess I'll change my vote.

    >

    > It should be left.

    >

    ?

    wanna elaborate? <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" />

    It was just a joke <img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" />