dfyb's Forum Posts

  • does look interesting. about how many lines of code is it?

  • i need my wiki account approved. i'll first expand on how to actually implement .ini files into your project (current page only lists structure). will likely contribute more later.

    http://69.24.73.172/scirra/wiki/index.p ... =User:Dfyb

  • i got it working: http://upload.dfyb.net/uploaded/ini_fixed.cap

    don't name those editable text fields integers (numbers). i had to rename them "one" and "two" etc. ideally, construct should fix this or not allow you to name them integers. you tried to get around this by putting the whole thing in quotes, which resulted it in writing "1.Text" etc, instead of grabbing what you typed into the text field named '1'. so yeah, name it something with letters like "one" or whatever.

    and unlike the presented syntax when you try to get a string from an ini file, you need to put the group and item in quotes, like this: INI.ItemString("main", "3")

  • well first off, it's not saving correctly (look in the ini file). maybe it's a bug, but it won't let you get the text of one of these edit text objects. you put quotes around yours, so it's just grabbing "1.Text" etc, rather than what's written in the box.

    edit: found the solution. will upload .cap soon

  • Dude, you've really got to name your objects. My brain hurts from trying to read your events. It's all Sprite, Sprite2, Sprite3, Particles, Particles2, Particles3, and none of your sprite icons look like their sprites.

    Anyway, I'm pretty sure I've got it fixed for you.

    http://www.fileshack.us/get_file.php?id ... ticles.cap

    I put the bullet-trails particle object into a container with the bullet, and removed (or rather, turned off) two of your events, particle spawn and particle create. I commented both. Seems to work fine now.

    hat .cap wasn't really part of a project or anything -- just wanted to experiment with missles, so i didn't bother with proper organization.

    cool to see the container working with bullets though -- thanks.

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  • http://upload.dfyb.net/uploaded/messed_particles.zip

    best solution i've found so far is to give the particle spewers a lifespan -- keeps them below a certain threshold. but the uploaded .cap doesn't have that -- the uploaded .cap shows how trying to destroy one particle effect spewer results in destroying all of them.

  • do you guys think containers can work for bullets? basically, i have bullets spawn from a character, and then particle effects spawn on that bullet. getting the particle effects to destroy themselves when their bullet is destroyed was a little tricky, and my current implementation is a bit wonky. at the end of the container article, it mentions having the same number of objects etc -- but being a bullet, there's only one instance of it in the layout editor (and is destroyed on start). i tried it out and it did NOT work as intended...

    edit: if you test for a collision between a sprite and a particle effect, it lets you -- but the other way around isn't permitted... this seems to be related to my problem. i tried just setting it to where the same colision detection for the missle would also be checked for the particle effect spewer, but it destroys all instances of the particle effect spewer, and not just the one overlapping the sprite.

    maybe a bug?

  • is there a way to assign a key to take a screenshot? this possibility would be much appreciated.

  • same goes for drop shadow -- i want to be able to set the distance and opacity of the shadow, and the direction it is cast.

    edit: and perhaps a control on mask effect, so that we can specify how many layers to penetrate. or specify a certain layer to show. if i want to create a mask that pokes through several layers, i literally create the same mask on any layer i want to be punctured -- seems redundant. it'd be nice to just set what layer is shown through.

  • Think this would be possible? Being able to launch Construct off a thumb drive, no matter what PC I'm at, would be awesome.

    edit: well, i just confirmed you can basically already do this. haven't run into any issues yet. i wanted to be able to use it on a university PC that doesn't allow me to install anything, so i borrowed someone's laptop, installed it on my thumb drive, and now i'm running it off my thumb drive on the university PC .

    any of the construct devs have any insight on this? the way i did it, is it pretty much the same as the software on portableapps.com? or is it a somewhat borked install that may have issues? just curious about your thoughts.

  • Try referencing to layers by their Name instead of Index. I wouldn't be grateful for refactoring in this matter ^^.

    yup - that worked. thanks. i'm liking the flexibility of construct

  • So how do I tell what objects are on what layers, since you've got rid of that?

    i don't know how it's different since i just now downloaded Construct, but you can select what layer you're working in on the right -- look for the small tab. you can click the little thumb-tack icon to get it to stay there.

    [on a somewhat related note, there's an annoying behavior when you create another layer below (the down-pointing icon): it will change the ID of your other layers to higher numbers. this wouldn't be a big deal and it makes sense, but you need to go back and edit all the references to layers (like when you spawn an object). it would be nice if adding a layer below would automatically change the events that reference layers, so that they still spawn objects to the right layer. edit: solved]

  • http://www.newegg.com/Product/Product.a ... 6814130319

    Device name: NVIDIA GeForce 8800 GT

    Pixel shader: 3

    Estimated VRAM: 654 MB

    Motion blur: Yes

  • I'm just about ready to start porting my MMF2 game to Construct, but I want to confirm that with games I start building now, I will be able to continue working on them throughout future versions of Construct without having to start over. going through some of the .cap uploads, i'm noticing a few of them either don't work exactly like described or sometimes they are almost entirely broken -- sometimes a bit of modification can get them working. i assume it's because they were created on an older version.

    so what would you (Construct developers and long-time users) recommend for a long term project? start work now? wait for 1.0 (eta?)? minor necessary changes to my code upon update wouldn't be too much of a bother, but i don't want to make serious progress just to have to redo large portions. thanks