dfyb's Forum Posts

  • > okay, thanks.

    >

    You can only do what deadeye and myself do at this stage... and that is to swap the .cap file back and forth between ourselves... while one person works on the .cap, the other does something else like graphics or planning.

    ~Sol

    i hope you guys are using an SVN server. with ANY team project, an SVN server is very handy.

  • why not just use an animation?

  • my game allows the player to quickly dash, and i do that by having the player activate a bullet behavior. i had found a workaround for this collision issue by stopping the object before deactivating bullet behavior so that it would just fall from where it was, rather than teleporting to the top of the object. but i recently started converting my events to timeDelta/time dependent, and the less exact collision detections has rendered my workaround a lot less useful. players can now, once again, dash into a wall and have a chance of teleporting to the top of that object. this is game breaking.

  • oh and another note, i've heard there's a lot of hoops to go through to run an XNA game in windows. i'd look into it before making a commitment.

  • XNA is a solid option for those who want to create games and have significant knowledge of C++/C# (or want to devote the time to learn). Construct is for those who aren't experienced with C++ game programming and still want to design/create games, or if you have programming knowledge but want to make a quick prototype.

    they're very different things

  • doubt this will be final, but it's pretty solid for those who get it working. i got it to work with a testapp, but not with other applications -- seem to have an issue with teh directshow stuff.

  • <img src="http://www.codelaboratories.com/images/PS3Eye1.JPG">

    http://alexpopovich.wordpress.com/2008/10/02/sony-ps3eye-camera-directshow-capture-source-filter/

    <img src="http://upload.dfyb.net/uploaded/PSeye_windows.jpg">

  • > i prefer to use ELSE in a sub-event

    >

    Does that work?? We only coded it to work for following events...

    i believe so...

    like

    on click

    --condition 1 -- do something

    --else -- do something else

  • i prefer to use ELSE in a sub-event

  • i tested it with the same .cap i reported the bug with - https://sourceforge.net/tracker/?func=d ... _id=207820

  • just tested it out in the new construct build

    other directions now work, but they seem to disable the platform movement (can't move or jump after changing gravity direction)

    figure you guys might already be aware of this because gravity wasn't listed in the changelog, but figure i'd post about it anyway.

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  • - [FIX] 'FPS in caption' disabled in fullscreen preview (prevents titlebar flickering)

    always cool to see a bug report result in a bug fix

    edit: closed my ticket https://sourceforge.net/tracker/?func=d ... _id=207820

  • wow... something's up with the motion blur. is it supposed to increase the number of ticks in a given time period? my dash and other things use private variables that increase each tick, and even with the same framerate, changing the motion blur has a blatant effect on my dash etc. i know i should utilize time delta, but is it supposed to increase the number of ticks in a given time period?

  • that is slick