deadeye's Forum Posts

  • Fiddling with the picture editor to align frames and hitboxes is a pain as is (you can't see the hitbox during the runtime etc.)

    Ah, another good point . Didn't even think of that.

  • This will loop your sound while you hold down the mouse button:

    <img src="http://i46.tinypic.com/4uuf13.png">

    The "NOT Channel 1 is playing" condition in event 3 will stop playing the channel after the current sound is finished. If you want it to stop immediately upon releasing the mouse button, you can just take that condition out.

  • This looks really nice and I'm very tempted to try helping out. But I don't really have much faith in my isometric coding abilities I'm afraid . I wish you luck though. And with awesome artwork like that I'm sure you'll find someone to help with the coding pretty easily.

  • You could do all that with ... spawning invisible collision sprites and such.

    Hmmm......

    [quote:1e6o0ltj]Now, to get that accurate, you have to use an image point or create a sprite for each part of his body or an invisible collision sprite for each part of his body. All of these things feel like work-arounds to me.

    It's not really a workaround but yes I can see how juggling many collision boxes could be a lot of work.

    Let's just look at the alternatives for a moment. If multiple collision masks were introduced as a feature, how would they be implemented? You would still have to draw the box, if not a full-on mask. You would have to make sure they were aligned properly on each frame somehow. If you look at the current state of sprite collision masks this can be a bit of a chore as it is! Let alone the fact that moving a sprite's mask away from the hotspot causes misaligned collisions.

    But let's just say you could move a mask around wherever you wanted. You would have to go through frame by frame in your animation and line each mask up in it's proper spot. Either that or set hotspots and tell Construct to line them up at runtime. So... it's not going to really be a whole lot different to set up than the methods you would currently use, the only difference is that the hitboxes are built in to the sprite instead of being separate objects.

    It seems to me like a feature that not very many people would be using all that often. Sure, some people would find it useful on occasion, but for the most part people really only need one hitbox for their sprites. I don't see that changing the fundamental way that sprites and other objects collide and coding in extra editors and whatnot into the IDE would be justified by just a few people needing it on rare occasions.

    Of course, in this day and age of plentiful plugins, someone might be able to make a Hitbox Object that you can attach to another object, that manages however many collision boxes you need all in one package. I think that would probably be the best solution, if you can find someone to code such a plugin for you. Otherwise using invisible detectors isn't really a bad thing. It's something that's done a lot in gaming.

  • Done. Looks like it was a blanket ban for 64.131.*.*

    There were no notes on the ban so I hope removing it doesn't mean we're looking at a spambot invasion

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  • If you're swinging a sword in an arc, how about you make a pie-shaped detector like so:

    <img src="http://i46.tinypic.com/hvrxmv.png">

    Leave it there for the duration of the sword swing animation and check collision against that.

  • You could add image points to your sprite. Depending on how big it is, you could get away with just checking for collision against the point. Or you could position a weapon-shaped sprite on the point and use that as your collision detector.

    Edit: Deleted your duplicate thread.

  • If it were a game like Sumotori Dreams where you're struggling to keep your player upright then it could be fun . Like, say your player is kind of drunk and wobbly.

  • You are revising the tutorials, huh?

    I hope you will also do past the 9th tutorial.

    It is great to learn by your levels, and unfortunately they still stay at level 9

    Yes, I will finish them . The reason I didn't before is because everything broke and I was tired or rewriting them all the time.

  • Check your pm's... don't want to derail the thread too bad

  • Yep, dropbox can do the same thing . Handy program.

  • > having to copy the audio files from computer to computer along with the project file is very annoying . why not have it stored in the *cap file along with the other recourses?

    >

    This has come up at least two times this week - you can - just add the audio files to the "Files" folder under Project. Then you can play them as "resources".

    Whoops! Not quite. Yes, when you compile the game into an .exe they're all stored inside. But until you do you still need the sounds in a folder. The .cap just sort of links to their location. So yes, if you're just moving a .cap to another computer then you need to move the sounds along with it.

  • I got tired of waiting for a Crocodile Dundee reference, so i made one myself.

    Welcome back from walkabout Davo!

    http://dl.dropbox.com/u/666516/Hopabout.exe

    I searched for David high and low and couldn't find him

  • Wireless kangaroos? Australia is more advanced than I thought.

  • Oh hi David