deadeye's Forum Posts

  • Lost my Keys, this thread isn't going anywhere.

    You are now charged with the task of rewriting your post and putting it back where it was with the changes that were suggested. This will be the best and most informative thread on tiles, textures and VRAM if I have to drag your ass through Hell to make it so. Now ON YOUR FEET and START WRITING, soldier!

    Well, uh... actually you can write sitting down if you want...

  • Hey GoldMatenes... instead of all those events why don't you do something like

    + Whatever condition
      -> LastEvent12: Load frame from AppPath & "Tiles/" & .Value('Last2') & ".png"
    [/code:19m4r5q2]
    
    Of course this is just a simple example, and it would require you to either use names in your variables instead of numbers, or change your frame names to numbers.
    
    Of course if you don't want to change either you could have it read from an .ini file to match the numbers with the names or something, by adding an extra action.  That way the only thing you have to change is the contents of your .ini file if you need to create a new list to draw from.  At any rate it would cut down on a lot of repetitive events.
  • No, he never did.

    Hell, judging from the date on his post it might have just been a joke.

  • Your detectors are flawed.

    Move the enemy one grid space closer to the hero and it will work. If you have an even number of gridspaces between the two then you will get a proper collision, but if you have an odd number then you won't because your detectors are passing right over their targets.

    Anyway, try checking for overlap at offset before moving. You don't need detectors at all for this.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I assume by "craft" you don't mean "car," so why are you using Car behavior? Use Custom Movement, or at least Bullet. Or hell, if this is a point-and-click type of movement you could probably use RTS.

    Anyway, here's one I made with Bullet:

    http://dl.dropbox.com/u/529356/TempPics/turnship.cap

    Click a ship, drag the target, release the mouse button to start the ship moving.

  • 20ms is above the TimeDelta-safe zone, so to speak. I recall Ash mentioning long ago than anything less isn't 100% reliable.

  • It looks like this fix will be in v0.99.9, yes.

  • As I recall it's been recommended recently, and yes it would be a welcome addition

  • It's the System: Compare condition that's messing you up. Use the Blue family "Pick by comparison" condition instead.

    System compare doesn't place objects in the SOL, so you're going to get weird results with it.

  • It does change the name, it just doesn't confirm the change in the Manage Controls panel. It show "Control1" but if you exit and look at the controls in the properties, the proper name will be there.

    So yes, it looks like a bug.

  • Your 16x16 .cap actually uses a 16x18 texture

    Nice. I think maybe you should look at a tutorial before you make your tutorial LMK

    Hehe, I kid!

  • As I recall Madster did have some problems with certain areas not being able to download from his hosting, but this time it might actually be the earthquake! Hopefully his server isn't rubble.

  • There is a Find and Replace feature on the event sheet ribbon, but it does not yet appear to be complete. If you use object names it will only properly replace them if you've typed them manually in expressions, it seems. Built-in conditions are glitchy and won't change properly. If you look at the condition it will have switched from the Default selection to the Use Expression selection, and will have blanked out the info.

  • Have you tried the regular Text effect?

    I mean, putting the Text effect on your text and then Outline afterward.

  • Supposedly your graphics card only has to keep one copy of the tile in VRAM and can produce several hundred copies without much slowdown. Slowdown should only start happening if the graphics card has to keep swapping textures back and forth to start blitting different objects in proper Z order. Since that's not the case, tiling shouldn't be a problem. The 16x16 tile version should be much more efficient than the large image. As I said before, it's probably an error in the FPS counter.

    But yeah it'd be nice to have an official word on this one, instead of guesses and conjecture.