deadeye's Forum Posts

  • > is the layout bigger than your screen size?

    >

    Do you mean bigger than my monitor size? No. I have the project set to 1920x1080, and my monitor is 1920x1080.

    <img src="http://i50.tinypic.com/o6xph4.png">

    <img src="http://i48.tinypic.com/23sxg92.png">

    You need a layout that is larger than the size of your window in order to scroll. If your level is the same size as your screen, what is there to scroll to?

    (Unless, as mentioned previously, you check Unbounded Scrolling in order to scroll outside the boundary of the layout.)

  • If you're getting stuttering with less than 500 sprites on the screen then either you have a really crummy video card or you have something else going on in your cap that's sucking up VRAM or CPU.

    Even when I had a crummy video card I could easily get over a thousand moving/scaling/rotating sprites with no noticeable frame loss. I would recommend posting your cap to see what might be causing the slowness.

  • You should check out some tutorials such as the ghost shooter and platform school. They will teach you how to do all the basics in construct.

    As for making scrolling backgrounds just check on center view on me and unbounded scrolling and then construct will make the backgrounds scroll automatically.

    You don't need unbounded scrolling to scroll. Only if you want to scroll beyond the borders of the layout.

    Anyway, yeah... Platform School is here:

    Be sure to read the big, flashing warning message at the top.

  • i just set width to a negative or positive to mirror my sprite., something like when its facing left set width to abs(.width)*-1 and when its facing right to abs(.width). you dont have to waste any extra memory either!!!

    That's a pretty clever solution, it would save me half my animations . Though in conjunction with the Angle 0 method I suppose it would have to be height instead of width.

    And a little off-topic, but I ran one of my Vert caps earlier and it ran fine . I guess whatever broke it got fixed while I wasn't looking.

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  • why do you need construct to play the game

    You don't. You only need Construct to make and edit .cap files.

    You do need (specifically) the August 2008 release of DirectX 9.0c to play Construct .exe's. That release has DX files that Construct uses that Microsoft decided not to release in later versions of DX. So even if they already have DX9.0c, have them install this version. Just make sure you have a note in a readme or something to let people know if the game doesn't run they need to update, and give them that link.

  • Well, here's my quick example. I guess Russ was quicker

    http://www.box.net/shared/0aojoc43i3

    Edit:

    Uh... mine uses physics in the manner you described, though

  • Oh, lovely, merely trying to change directions through events is a chore.

    You just gotta get your angles right

    Anyway, with a player sprite that can turn 360 degrees, perhaps a different approach is needed?

    Some of you may remember Vert, the game I was working on where you could turn the screen and the player any which way. Here's how I did the player sprite so as to make things a LOT easier when it comes to calculating angles: linky

    Instead of making both 0 and 180 degree animations under a "Run" animation, I made ALL of the sprite frames face 0 degrees and split animations up based on Left or Right. Here you can see I just flipped it for the runLeft animation: linky

    He can face Left or Right at any angle, not just 0 and 180. Having only one angle in your animation means that you can spin it freely rather easily. And to change "directions" from left to right, you gather input in a pv and do like so:

    + Control "Move Right" is down
        -> Set Player.Value('facing') to "Right"
    
    + Control "Move Left" is down
        -> Set Player.Value('facing') to "Left"
    
    + Player is moving
        -> Player.Sprite: Set animation to "run" & Player.Value('facing')
    [/code:1fba6uz9]
    
    It was also a lot easier calculating angles in my events because I could do it all from 0, I didn't have to add or subtract 90 degrees to compensate for the player sprite's default angle.  Something to think about, anyway.
    
    And yeah I do plan on finishing this game some day, but it broke like crazy a few builds ago and I pretty much have to redo the whole thing from scratch so I might as well just wait for 1.0.
  • There is an option for remember objects. just select yes remember or no dont remember.

    I think he means does calling a function from an expression remember picked objects. Which is a good question because, well, you're calling it from an expression and there's no drop-down menu to select Remember or Forget from.

    And... I don't know the answer

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  • What I meant was that this is basically just a raw engine... it handles rendering, input, collision detection, and not much else. Someone using this would pretty much just be limited by their programming skill... it's not like you couldn't make whatever kind of 2D game you wanted.

    So I guess I don't see how one would be stuck making "basic" or "crippled" things unless they were to cripple their own project with their own basic Javascript skills.

    Don't get me wrong, you have a lot of good points and I agree with you on most of them. But this tool seems jim-dandy for someone with Javascript knowledge who wants to make browser games, and it's not like they're advertising that their engine does anything but... so... yeah.

    Kind of like hating on toasters simply because you don't want to make toast, I guess.

  • Hey lucid, check your PMs (I need help )

  • It's an interesting idea, for sure. I've thought about making a Zelda kit in the same style, and recruiting people to help build it as a community project. But the time and energy involved in making such a thing has kept me from it

    Good luck, though

  • It looks ok for basic stuff, but I wouldn't expect miracles with it, and it's probably crippled with what it can do simply due to the way it works.

    I don't see any reason why you might think that . It looks pretty capable of making whatever kind of 2D game you want. I mean, it's Javascript so yeah... real programming language and all.

  • *Is creeped out by Doppel*