deadeye's Forum Posts

  • My favorite image host apparently decided to not allow hotlinking except for certain domains . I only just now realized that because all the images I linked from there were cached and I didn't know my avatar wasn't working...

    *sigh* Time to find a new image host.

    /offtopic

  • Um, whaddaya mean? I wasn't pasting stuff to the canvas at Start of Layout if that's what you mean.

  • You need to be a whole lot more specific than that.

    What file is it? Where did you get it? What version of Construct are you using? Do you get any error messages? Etc.

  • I just made a .cap that took a series of sequential screenshots (16 in a row) and no matter what I did, the first shot was always plain white.

    That might explain why you're getting a plain white file. Maybe you could "prime" the canvas ahead of time, like have it paste a worthless object on start of layout and then discard it. I dunno, it's worth a shot.

    Or maybe the canvas is just a tick behind when saving the image with Image Manipulator or something...? Further testing is needed on this to pinpoint the bug, I think.

  • It's an incomplete feature.

  • How strange that this has never been posted

    I had to double-check the forum just to make sure. It's pretty much the go-to SFX maker for retro games. A very nice tool.

    Just a heads up... sometimes when exporting a .wav you will get a sound that plays in WMP or other media programs, but not in Construct. I think it's a header issue, and SFXR is exporting the .wav incorrectly. Construct is just picky about proper .wav format. At least it used to be back when I made This Cursed Rock, it might not be a problem now.

    Anyway, if you get a sound that won't play in Construct, just re-export it, or re-encode it with Audacity or something.

  • He said it goes weird when using point collision, that's why I suggested the alternative. Besides, doing so would slow it down, and that would be best for all bullet hell games *grins*

    Hmm... I guess you can read run-onish better than I. It looked to me like FS tried Per Pixel and Bounding Box, but I see how you might have been able to translate more with the Lolsetta Stone.

    My mistake

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  • I just did some experimenting with it, and it does work... you just have to edit the mask for each frame individually. The bug lies in the fact that it appears the masks reset themselves if you do the "Launch Explorer" thing again, and the "Copy collision mask to each frame" feature doesn't appear to work.

    So yeah, you could use this to make hitboxes for your player or enemy sprites, but it would take a lot of work and be quite tedious, at least until it's fixed. So until then I guess it's separate hitboxes.

    I don't know what's happening with yours, though. I get the "Stub" file too, but I also get the sprite.png, mask.png, and frames.txt. Sounds like a different issue entirely.

  • It might not be a good idea to make separate hitboxes for bullets in a bullet-hell shmup.

    If you want tiny, 1-px hitboxes then why don't you use Point collision? It basically turns the hotspot into the only collideable point.

    Or, if your bullets are only one frame, then you may be able to re-draw the collision mask for them.

    Moved thread to Help/Tech

  • Nice

    Looks like you downloaded the old version, though... I sneakily uploaded a new one . And yeah, I've been playing with it too. I made some kind of weird tentacle-monster squid thing that you can move around the screen.

  • I'd use a loop:

  • In response to this thread:

  • > I just make my own timers (globals or pv's) and use a state machine to control events. I've never had any problem with that, even with complex tasks like choreographing cut-scenes.

    >

    This is more what I'm looking for.

    I attempted to do this in a few different ways, and could not get it to actually work. Could you elaborate on how you do it?

    Here's a simple version that does basically what you outllined:

    http://www.box.net/shared/xdjh6kjg4d

    A state machine is basically you defining the state of the game, however you choose, and restricting events based on what that state is. In this example I define the state in global('state'), and use global('state') as a condition to control events.

  • Nice one deadeye. but...

    I know, that's why iso is nowhere near "easy"

  • Wow, very nice!

    I can't wait to try this out