deadeye's Forum Posts

  • Everyone knows that Canada doesn't count.

  • Post a .cap

  • To note: Changing layouts is really what you'd want to do, as it goes just the way that Castlevania's rooms behave: every enemy is reset.

    You could, yes, but it's a trade-off. Making and tweaking levels and level design in general would be a pain. With larger chunks of several rooms strung together you're sort of meeting it half-way. And it's not too terribly difficult to "turn off" an enemy if it's not currently on the screen.

    How do I post my .cap files so you guys can see where I **** lol

    The board-preferred method is to use Dropbox:

    https://www.dropbox.com/

    It sets up a folder on your hard drive that you can drop files into, then right-click your file and select "Copy link." It automatically uploads whatever you put into the folder to the web (it also syncs your folders if you have it set up on different computers), and the links it gives you are direct links with no download pages or ads. And it's free.

  • What was that I said about intentional misspellings being lame? Oh yeah...

  • Ah, I got it. So this is more of a bug report than a feature request... have you submitted this item to the tracker?

  • It's your tagged animations. Basically you're interrupting the order of events, without even using events!

    The animation is being set to "Basic Slash," but immediately after that it's being set back to one of the tagged animations. You're going to have to get rid of the tags and make your own animation events with a single-state machine.

    I've only ever run into issues like this with tagged animations. They're nice in theory, and they work okay if you want just simple run and jump with no frills. For anything more complex though they're pretty much useless. Unless David can figure out a way to make tags play nicely with evented animations.

  • You can always check out the Construct Discussion forum for the latest release. It's stickied at the top. They don't get put onto the front page until the community has had a chance to test them out. As such, they are marked "unstable," and sometimes they are, but there aren't any really glaring issues with 0.99.72, and it is a better version than 0.99.62.

    If you're going to be a beta tester (and by using beta software, that's that's sort of implied

  • They don't have to be square

    I'm pretty sure they do. If you don't want to waste space, that is.

    Would be nice to have an option to share textures or sprites between different object but assigning differents pieces-areas, mapping.

    As far as I know graphics cards just don't work that way. Sure, some can handle non-power-of-two textures just fine, but some just plain don't. It's not a Construct issue at all.

  • What are you talking about? Rotating layers works fine:

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

    I don't know what you mean about "not the real monitor screen area" though.

  • Attributes sort of work that way. You can create a custom attribute and use that for picking. You can't perform actions by attribute though. Would be nice if you could, perhaps there is a way that might be implemented?

  • Here's a simple method of creating camera zones that only uses two events:

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

    (v0.99.72)

    The zoneBorder objects (which are the red tiled backgrounds) have five pieces of information stored in each one as private variables. There is xMin, xMax, yMin, yMax, and "myZone."

    The global variable "zone" indicates which camera zone the player is in. It starts off in zone 1 as the default. The system looks up the zoneBorder with the myZone variable that matches global('zone') and uses the min and max info to restrict the scrolling. Notice that even though there is empty black space in the layout, you don't see any at runtime.

    When the player touches a zoneBorder it changes the global('zone') variable. They're set a space apart so that a player can't touch one and then turn around without un-touching the old zoneBorder, which could cause the camera to get lost. Notice also that the "inside" areas have identical information in the zoneBorder objects at either end. The two rooms in the middle each have two zoneBorders because there are two entrance/exit points that lead to the same space.

    Anyway, here's how the scrolling works:

    System: Scroll to X: 
    clamp(player.x, zoneBorder.Value('xMin'), zoneBorder.Value('xMax'))[/code:13k9cl0z]
    
    "Clamp" just means we're restricting a number between two points.  We want to follow the player, but not above or below certain limits.  it works like this:
    
    clamp(target value, minimum value, maximum value)
    
    If the target value is smaller than the minimum, then clamp will return the minimum.  If the target value is larger than the maximum, then clamp will return the maximum.  If the target is between the two, then everything is normal.
    
    So, clamp says to follow the player, but if the player goes over or under the limit, then stop following.  You can do this for both the X and Y axis, making single-room areas (like zone 1 and 3), one-way scrolling areas (like zone 2's horizontal-only scrolling) or two-way scrolling areas (like zone 4).
    
    For more information on clamp() and other expressions, check out the wiki.
    
    The numbers for the x and y values in the zoneBorder variables were just put there with a little math.  You have to do a little figuring in order to set them up.  For instance, if you have a screen that is 320x240 pixels (like in the example) then you will want to stop the camera half the distance away from the edge of the room, which is 160 pixels in the x axis and 120 in the y.  This makes it so when you are half a screen away (that is, "centered" on the end of the room) then the camera will stop.  Once you've figured out the numbers for the current zone, just type them in to the border object's values and you're done.
    
    Also... I made the camera events on a second event sheet to show how to use external events.  Notice under the Project tab there is a "cameraSheet" event sheet.  You can open the sheet by double-clicking the icon.  
    
    This sheet can be used on any layout.  I've included it in the Layout 1 Events by right-clicking in the event editor and selecting "Include event sheet."
    
    Also note that you could control lots of other things with the global('zone') variable.  You could make enemies active only when the player is in the same zone by checking if an enemy's "myZone" variable matches up, and set any enemies in other zones dormant.  This could cut down on processing or simply keep them from chasing you into places where they shouldn't.  You could activate ambient sounds or new music based on what zone you are in, or trigger other environmental things.  Or start up a boss intro when you walk into a boss room, etc.
    
    Anyway, if you have any questions, feel free to ask.
  • Small exercise in getting used to Construct...

    Nice work! If that's just a little experiment to test out Construct then I'm definitely looking forward to your serious projects

  • Being #1 for Construct doesn't mean anything unless they're actually looking for the game maker.

    That's quite likely going to change. Construct hasn't even launched yet. There's a whole lot of people out there waiting until v1.0, and when that happens you will see the user base for Construct rise in number dramatically, which will in turn raise Google ratings across the board. It's already the #1 Google result in several countries and it's still just in beta... when it finally has a proper launch I don't think anyone will have any trouble finding it.

    Patience, my friend .

    As for searching for "game makers" yeah, there's a bit of a monopoly on that one thanks to YoYo Games and all. Links to GM and YoYo related stuff take up the entire front page of Google. It can't really be helped.

  • Actually I don't think they planned on having collision detection on the line object

    Yeah, this was my understanding as well. The line object was made to just have a quick and cheap way to draw a line, with no frills. Kind of like how the particle object is a quick and cheap way to draw a bunch of little sprites flying everywhere. No collision intended.

    You could try using a Bullet Behavior object set to instant-hit in conjunction with your line object. I've seen that method used for lasers before.

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  • "Construct" gives the Scirra site as the first two results in Google for me. I think the name is fine. Intentional misspellings are... well, they're lame, to put it bluntly.