deadeye's Forum Posts

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  • Yeah, use blur shaders only if you need to turn blur on and off at runtime. If your particles are always going to be blurred, just pre-blur them in Photoshop or something.

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  • Agreed with Wolf. Leave the personal business out of Help/Tech. Either offer help or GTFO.

  • Man I tried telling you before, physics doesn't mix well with other behaviors . And now I'm sure you can see why. It's all headache and heartbreak.

    One thing that you could try is to make two wall objects. A before-and-after type thing. So when the player hits a wall, the wall is destroyed, but it spawns an identical looking wall object in it's place that will react to physics but won't interfere with the player.

  • <img src="http://i42.tinypic.com/2v9oltd.png">

    Uh yeah what Rojo said

  • <img src="http://i41.tinypic.com/23r946a.png">

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  • Also, I have an announcement:

    TONKS now works again properly after installing the latest Construct version, and making some small changes to the cap.

    Work can now resume on the project. YAY!

    Damn, it's about time

  • Clickteam.

  • It works, and this is somewhat unrelated, but if you change the target from the overlap from the green family to GreenSprite, the game crashes. Why is this? Families work here, but I don't know why they do.

    Families are a way to group objects together. When you do that, you can test conditions and perform actions on the group. The group is treated as a separate entity where picking is concerned.

    In this case, the family is a group of one. The sprite is the only object in there. But this means that we can now refer to the object in two different ways... by it's object-self, and by the group-self. So... now you can check if Sprite is overlapping Family without any conflict. It's just a trick to make instances of the same object interact, it's not really what Families were designed for.

    For more info on picking, and the Selected Object List, check out the wiki:

    http://sourceforge.net/apps/mediawiki/c ... ct_picking

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  • This is why I think Ash and Co. should go back to posting the unstables on the front page when it's proven they work. This has been happening A LOT lately because people don't read the Construct Discussion forum.

  • Hey, im sorry, but the .cap wont run...

    I get "out of memory" error appear.

    Im running version 1.0

    Really? Can I get a copy?

  • > Looks like a corrupt .cap.

    >

    It's not. I started a new cap and copied these objects over.

    Which is likely what corrupted it. As in, it's a bug with copying objects from one .cap to another.

    Did you copy the objects from a .cap that was made prior to v0.99.82? You could try saving that old .cap in v.0.99.82 and then copy the objects to a fresh .cap and see if that helps.

  • Pretty sure he means he wants to be able to jump past the top of the current zone freely (as in, off the screen), but not go traipsing back to the previous zone.

    Which could be done with clever level design.

    http://dl.dropbox.com/u/529356/oneWayCameraZones.cap

    v0.99.84

    Which is an adaptation of this:

    http://dl.dropbox.com/u/529356/cameraZones.cap

    version Unknown (old, though)