DtrQ's Forum Posts

  • Silent Hill series (1-4)

    Resident Evil series

    Castlevania series

    Indie:

    Cave Story

    suteF

    All Of Our Friends Are Dead \ Au Sable

  • Create new event sheet and include it to all layouts (right click - include event sheet)

  • Try put music files in construct's AppData folder (in win7 it's C:\Users\<ur name>\AppData\Roaming\Scirra\) where Temp.exe is (it's 'preview' exe, generated when you run game from construct editor). It sould works even if you didn't saves cap

  • Thought about that, but then it would also hurt any other enemies (namely ones that don't interact with solids) overlapping that solid object.

    How about that: instead overlapping use x,y comparsion, e.g.

    -enemy is frozen -> create solid at enemy's XY, disable collision mask for enemy

    -solid recieves damage

    ????-enemy's XY equal solid's XY -> substract enemy's HP

  • System -> On Collision (Advanced) -> Don't Pick

  • No feedback

    Looks like I only one who worries about lack of mod support in construct

  • Here's exemple

    http://dl.dropbox.com/u/24325446/ann.cap

    I changed only 'ireStatus==false' case

    Btw you don't need deleting Delay object, just don't use it with picking

  • As regards HP variables issue: it's because of Delay object, using its event or action will break selected objects list.

    But you can make delay between animations with 'on animation finished' event (first uncheck "loop" in ''hurt animation properties and adjust animation speed)

    Also, do you know you can change sprite's angle without rotating? Just set No Rotation in obj' properties

    Also, why do you use angle expression instead "set angle towards object"?

  • 1. If you talking about invisible sprite as hitbox, you can:

    • set shrinked animation for hitbox sprite (be sure you use "per-pixel" collision mode)
    • set height of hitbox sprite (be sure sprite's hotspot is on ground, i.e. applied to the lower border of sprite)
    • or don't use separate hitbox sprite, use collision mask for animated sprite instead. It can be edited for each frame. Check deadeye's Platform School tutorials
  • There's a mod plugin.

    I know. I can't admit it usable.

    No looping (the biggest problem!)

    No interpolation (very bad sound quality)

    I suggest it should be removed as useless

    So, still need results of test

  • I looking to find way to play mod files in Construct, so I've found some python libs. It was kinda tricky, this PyAudiere binding won't run from host without NumPy for first call but I think I've found solution, so I want to test how it works on different PCs.

    Download http://dl.dropbox.com/u/24325446/audmod.zip and check if you have music playing (and enjoy some crazy visualisation)

    (Yeah, this visualisation...)

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  • Oh, you are right, can't apply actions to attributes.

    Well, at least it can be done for one-type objects with families or even families+pv

  • System - Create Object, and set properties you need right after this action (in same event)

  • Hm, as regards event-based behaviors, I think you can already do this in C0.x via attributes.

    Somthing like:

    Add custom attribute "MyPlatformBehavior", then "For each MyPlatformBehavior" -> ...your code

  • Yea, it was Mipmap Detail Level setting, now it works.

    Btw, can you increase deadzone for gamepad controls? Some gamepads have a glitchy analog sticks which always has a little bit of fluctuations.