deadeye's Forum Posts

  • No, not a sub-event.

    Or is used in the same condition block, like so:

    + Player is overlapping cheese
    + Or
    + Player is overlapping kangaroo
    [/code:38us93hx]
    
    The Else is a new event underneath the previous event.  Using else automatically creates a "pipe" to the event above it.  Like so:
    
    [code:38us93hx]
    + Player is overlapping cheese
    |
    + Else
    [/code:38us93hx]
    
    When you use Else, it should be a condition all by itself, since it is basically saying "whenever the above conditions aren't happening."
  • Did you include your layout 1 sheet in your layout 2 sheet? Are you missing any objects in layout 2 that you need to run the events?

  • Please change the name of Construct to something else or spell it funny.

    No. No offense, but this isn't friggin' Stencyl.

    Duplicate thread, closing. Please use the other thread for this discussion.

  • Hold on, who's Stardog? I feel like my territory is being invaded here.

    Name change?

  • Picture Editor

    [CHANGE] - The palette at the bottom now has proper colours in it to select from

    [CHANGE] - Changing the colour no longer affects the palette

    I know it's a rather minor request, but perhaps in a future build you could add a feature where you could Shift-Click a color in the palette in order to change the palette color to the currently selected color? Would be handy, I think.

    Also, just want to chime in and say the new physics custom mask editor is EFFING AWESOME. Thanks linkman

    Edit:

    The new lerping of particles is also really nice. Even spazzing out the mouse with particles on mouse behavior makes them all creamy smooth.

  • Bug found - might want to hold off on this version. When moving an event that has a sub event, I get an error: "An invalid object in a condition was referenced."

    Posting to the tracker.

    Confirmed, though oddly enough the actions that were in the sub-event got put into the root event. Strange.

    Also:

    David, thank you for the vertical platform fix

    First, there is a 1px gap between the player and the platform. It looks like a floating point issue, if you round the moving platform's y with an action then it fixes it.

    Second, when the player is on a platform that is moving downward, the behavior returns "falling" status.

    I'll post them to the tracker in a minute.

  • Awesome update guys! This is very exciting... v1.0 is so close I can taste it...

    It tastes kind of like bananas for some reason, go figure v<img src="http://www.scirra.com/forum/images/smilies/icon_confused.gif">v.

  • I suppose it would be possible to make an app-runtime launcher for your game that checks the version of the existing .dll's and informs the user politely that they're missing? Or maybe even offers to download them.

    Hell, if someone had some dedicated web space to host the .dll's then I suppose someone could even make a generic launcher .cap for anyone to use that has all the checking and download functionality built in, and people could just type in their game's "name.exe" into the .cap file, build it, and bundle it with their game in an installer. This would save on filesize for users who have the updates already, and offer a relatively painless way to get the files if they don't.

  • Something like #include for Construct would be nice...

    I don't know what this means!

    Here is a gif of a cat eating corn:

    <img src="http://dl.dropbox.com/u/529356/cat%20eating%20corn.gif">

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  • ALSO:

    In an effort to keep things relevant and readable, I will be closing this old thread and starting a new one. There is just so much confusing and conflicting information in it and it's such a long and unwieldy mess that I think it needs a fresh start. So... go hog wild! Post while you can! This is your last chance to get in on this wonderful and amazing historic thread. Let's give this ******* a decent sendoff.

    Farewell, old thread... may flights of bacon fairies sing thee to thy rest...

  • I've just been given word that there shouldn't be any breaking changes between now and the v1.0 launch. What that means is that Platform School is back in session.

    Dust off your Pee Chee folders (do kids still use those?) and pack your Lunchables because I'm going to start rewriting these later today. They're going to be completely overhauled from start to finish. It's going to be some time before we're back on track, so bear with me. I have heard though that there's a hot new feature in v0.99.8 which should make this ordeal a lot easier (something about copying events from one .cap to another).

    Anyway, I hear the schoolbus coming... get out there before you miss it. And I have a late meeting so mom's going to be picking you up from soccer practice later.

  • Are you playing in a channel? Try setting the position back to 0 before you play the channel again. It's probably playing, but since it's at the end it's basically playing nothing.

    Alternatively you could Autoplay the file or resource, then it automatically starts the sound over from the beginning on a random unused channel.

  • Okay then. The offer still stands, though. Just let me know if you change your mind.

  • If you like, you can pm your .cap to me and I'll take a look. It might help to have another set of eyes on it.

  • Okay, a couple of things:

    1. Instead of every tick, you should use a framerate independent condition like Every X Milliseconds. This will ensure that your rain will fall at the same rate on all computers.

    2. Physics can be demanding on the CPU, so you should only use it when you absolutely need it. You should have some events to fade out raindrops and destroy them over time (in case they aren't reaching the water) and also to destroy them if they are beyond the bottom of the layout (some of them are escaping the left edge of the level). By reducing the number of physics collisions you will reduce the load on the CPU.

    3. You can get a more efficient spread of rain using a loop like so:

    <img src="http://i48.tinypic.com/mw8kts.png">

    This gives a nice, rainy feel and you don't have to spam rain every tick.

    4. There is a picking issue when you spawn from an object based solely on a "every tick" or "every x milliseconds" condition. The SOL doesn't know which Rainmaker you mean, so it's picking the first one in the layout, which happens to be the small one off the screen in the left corner. That one is spawning things normally, while the one in the level is making a weird stream and acting funny. If you specify that you want all rainmakers to spawn things like that then it will work fine, but you need to pick the rainmakers somehow. I added a "For each rainmaker" loop to do so, but you could pick them another way if you like. Anyway, it works fine this way, just change your event to look like that.