Drule's Forum Posts

  • Is there an article somewhere outlining how this works? No matter what I do my variable jumping always turn out horrible - mostly because the jump sustain is so slow, so yeah. Any tips?

  • Other .caps do for me too, but not this one. It's still happening, and it's now appearing while I am playing the game instead of when I'm exiting.

  • It's not a big deal, but it makes browsing easier. I'd add it.

  • Hi, I've encountered a bug in Construct. Whenever I run my game or layout, I get an error message after exiting:

    <img src="http://dl.dropbox.com/u/2725629/scirrabug.png">

    Here's the cap:

    http://dl.dropbox.com/u/2725629/v1.cap

    Here's a compiled exe:

    http://dl.dropbox.com/u/2725629/ffff.exe

    Thanks!

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  • Does that mean I only have to initiate a global SpriteFont object once and that it will retain the settings I choose no matter which frame I place it in, as long as the settings are defined once?

  • Yeah, that would be the drop-down box.

    What I'm talking about is the commonplace linkbar that most forum softwares use by default, where the board hierarchy of whatever forum you're viewing is listed at the very top of the page. It's a very effective way of allowing users to jump to parent forums without having to scoll all the way down to the bottom of the page and use a drop-down box, which by the way adds an annoying extra click to the process since you first need to open it.

    In addition, the drop-down list isn't meant to be used as a main form of navigation anyway. Its intended purpose is to allow jumping between completely unrelated forums.

  • Are you referring to the dropdown box or the "< Return to whateverforum"? Because that's not what I'm talking about.

  • Hello!

    I am trying to work out exactly how the "Global"-property works, and I have a few questions regarding the feature. What I'd like to know more than anything else is if Global makes objects think that they are in one single persistent frame - that is - will whatever object that is set to be global carry on doing whatever it's doing when a new frame is loaded? Or is this highly individual from object to object?

    In order to clarify, I have a few specific cases I'd like to have answered:

    1) If I have a global XAudio2, MOD or any other audio object, and play a song or sample at the start of a frame, will the song then carry over to the next frame? If so, will the opposite happen if the object in question *isn't* set to be global, and stop playing when a new frame is loaded?

    2) If I download a file using the "Download" object and it's set to be global, will the transfer continue seamlessly without interruption even between frames?

    3) If I have a global sprite and I change one of its private variables, will it carry on to the next frame? If not, why?

    4) If I have a global SpriteFont object and place an instance of it in two different frames, will I have to load a sprite into it in both frames, or will it be enough if I do it in the first frame before transferring to the next one?

    5) What happens if I have a global sprite, and I create multiple instances of it in multiple frames? Will their private variables somehow carry on to the next frame? If so, how?

    I'd really appreciate some answers to these questions. Thanks!

  • Hello!

    I generally use forum tree links (e.g. Board index >> Open Topic >> etc.) to navigate forums, and I always get annoyed when I find myself trying to find it here on the Scirra boards only to realize that it doesn't exist. I was wondering if maybe we could add this to the current forum layout?

    Anyone else agree that this could be useful?

  • Oh, so the box is just huge and encapsulates the player, camera and level completely?

  • Thanks pal.

    How does the thing work though? Like, why are there two boxes, and how does the script create the skybox effect?

  • I'd like to use this as a backdrop effect for a platformer game, but I don't quite understand all the events. Could you maybe explain or comment it?

  • Cool, that worked. :-)

    Thanks.

  • Hey pals.

    I have an event sheet that looks somewhat like this:

    ---

    Trigger once

    Counter equal to 20

    • Play lighting.wav

    ---

    Trigger once

    Counter equal to 24

    • Play lighting.wav

    ---

    Trigger once

    Counter equal to 27

    • Play lighting.wav

    ---

    etc.

    The problem is that the "Trigger once"-condition cancels out every single event past the first one, but it's still needed to prevent each event from being run more than once at a time.

    Any ideas?

  • Bump