Fresh Frijoles's Forum Posts

  • Honestly I am not sure, I know it is an internet meme. I am not certain of its origin.

  • Disregard this thread, I suck cocks.

  • [quote:6itmsifa]Flip & Mirror: These are available for some behaviors, but it would be nice to have if your setting up your own movements.

    I am fairly sure you can set the width/height to a negative number to flip a sprite.

    [quote:6itmsifa]Zero based... everything: An ease of use thing, like Array's start with one, animations start with one, but distortmaps, random(), etc. dont.

    What is this? I don't even.

    All I want really is an online plugin. That is the only major thing imo construct is missing, other than the encryption... However encrypting image and sound files won't stop anyone that wants them bad enough.

  • Now, I am having quite a few issues with bullet movement. I used the opinions of others on how to angle my bullet trails, which works, but not completely... If the first one isn't faded out they all start moving around and screwing up and its just not pretty. Second of all the collision wont work for shit. It collides perfectly with anything BUT sprites, Ive tested it with all my 3dboxes. Collides flawlessly. Try to make it hit a sprite and it wont work at all. Completely ignores it. Ive tried making the bullet larger, thinking it may have been skipping over it. That isn't the case, the bullet hits something one pixel wide. I honestly have no idea what is wrong what so ever. Please helps me.

    http://www.megaupload.com/?d=TK8P4LYK

  • Wow. Thanks, I really appreciate the help.

  • Thanks for that, but is there any way to set the length of the line... differently? I... will just test on my own. Thanks alot.

  • I appreciate the help, but I tried the same thing to test it. It doesnt seem to work right. The bullets do not seem to spread any more...

  • Because of the limitations of not using motion blur, I have decided to make my bullets instant hit. This however leaves me without the ability to use tracers/bullet trails. I was wondering how I would draw a line from the barrel of the gun to where the bullet would go, but only maybe about 600 pixels long. If I set a sprite, or line, to the angle of the round, or where the round is, it just goes straight. I would assume this is because the bullet is gone as soon as it isnt.

    If anyone has any input I would be very appreciative.

  • I highly doubt this is the actual guy. This seems just to be a pesky troll to me. If it is however the real owner of the business, I must say.. you really are a bitch. What you do may be "legal", but still... what a dick move.

    You also shouldn't accuse people of being no-lifers, when you are the one defending yourself on a forum for some open source software.

  • Sorry for double post, however this may be of use for those of you who wish to assist.

    It seems that the accuracy is "right" but the bullets don't appear to spread correctly with it.

    Wait, that gives me an idea....

    Edit:

    I tried setting the accuracy when the bullet is spawned too, did not work.

  • In my side scrolling shooter I am attempting to change the object, a bullet object's, accuracy at runtime. It isn't working. I think I know why, but I am not sure. I am trying to change it based on the speed of the mouse's movement. I know this is working correctly as I am using it for the cross hair. I attempted to change the bullet accuracy to something other than a number, a variable for example, and it changed back. I am going to go run some more tests. The cap link is below, I hate to be paranoid, but please don't steal any of my half assed artworks.

    http://www.megaupload.com/?d=CJ7ATNME

    Any help is appreciated.

  • Kind of, there is the "every x miliseconds" object. Using it you can make something wait.

    I will give an example with psuedo code.

    Player presses "Space"

    Player.value('iswaiting') == 1

    if player.value('iswaiting') == 1

    Every 100 miliseconds

    player.value('waittime') + 1

    If player.value('waittime') == 10

    player.value('iswaiting') ==0

    player.value('waittime') == 0

    perform wanted action

    Basically, there are two variables. The one that tells the game if the event needs to wait, and the one that tells how long it needs to wait. Every amount of time tell the game to add one to the waiting time variable, when it equals lets say... ten, that is 10x. If x=100 then that is 1000 miliseconds you have waited, or one second. That is the only way I know how to do it however. I hope this helps.

  • I realise, but I could have sworn I read that always was set up to use time delta. Maybe I'm thinking of "x milliseconds". Who knows.

  • I am kind of stuck with motion blur now. Nothing works without it. I'm fairly sure everything IS set to always, which I read is supposed to be time delta dependent. Its all weird.

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  • Luckily I haven't YET.

    It was just an image I set to scroll, so it was no big deal. It is just getting annoying.