Holymonkey's Forum Posts

  • aww... gonna make complicated games way more difficult. Makes it all the more important to break thinks into nice small event groups and keep things well "commented"

    thanks for the quick response.

  • while debugging/working on event sheets, is there a way to filter what events you see based on the objects refered to in the events?

    thanks

  • Awesome awesome work. Thanks Lucid!

    I can't wait for the intergration of the 360 control pad stuff.

  • Hi everyone,

    I'm confused. I know there's an advanced coltrol plugin, and one that works for the 360 game pad, but is there one for generic gamepads as well? Does the advanced control plugin do that? Is this going to end up a built in feature of construct 1.0?

    thanks.

  • awesome! Thanks.

  • Hi everyone.

    I'll be using SpriteFont for my game, but was holding off on implimentation until it was safe to put it in. Last I know there rwas a warning that the current version might not be compatible with the eventual final version. Is that still the case or is it safe for me to begin using it in my game?

    thanks

  • thank you for the but-kicking plug-in!

  • after some tinkering "is wall to left" and "is wall to right" worked great. I forgot what i was doing wrong innitially, but I'm sure it was stupid.

    The benifit to the "is overlapping at offset is that it tests for the full height of the sprite instead of a single pixel coordinate. Its great.

  • Sounds simple doesnt it? I have enemies in my platformer that are using the platform behavior to control their movement. They can get thrown by the player And this works fine. The problem is I need the enemies to bounce when they hit a wall and currently no matter how I try and detect their collision with a wall sprite nothing happens.

    I've tried "is wall to left" (or right) and I've tried "on collision with wall sprite" both seem to not be detected. Any ideas?

    thanks

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  • Thanks Ashley. Construct 1 is shaping up to be an awesome authoring system and at this rate version 2 will be earth-shaking! I hope per-sprite time scaling makes it in 2.

    In the mean-time, any chance of the original request of this thread? Additional x velocity and additional Y velocity for making things like conveyor belts and wind super easy?

    thanks

  • I also vote for dropping it. theres better solutions.

  • No, Aeal5566,

    Timescale effects the entire game and every thing in it does it not? I want to effect time on a per-sprite basis. I wish and had originally requested for a PER sprite timescale. I want some sprites to run in slow motion, and some at normal speed and maybe some at zero speed, including animation speed, inertia, jumping, falling etc...per sprite.

    Madster understands what I want. This is what I requested when I suggested timescale in the first place.:

    http://www.scirra.com/phpBB3/viewtopic.php?f=2&t=1136&p=7803&hilit=slow+motion#p7733

  • Its not that easy... The speed depends on what move they're doing. and you have to adjust the animation speed (also depending on what animation is playing, AND thered the daunting task of jumping. You cant just slow down someones Y velocity. It will kill the total height of their jump. They should jump slowly in slow motion, but eventually reach the same height as if time were not slow. One would have to some how reduce gravity as they reduce speed, which might be really hard to perfect.

  • err...what is a sub-animation and how does one use them?

    I tried looking on the wiki and couldnt find anything about them.

    thanks

  • Actually, I just made a really simple CAP to demonstrate my problem and theres still a HUGE collision detection problem.

    heres the CAP: this was made in version 99.4.2 BUT this problem existed in at least the previous version as well...

    http://www.holymonkeystudio.com/projects/overlap%20bug.zip

    use the arrowkeys and to walk behind the enemy, then turn around and use the "Z" key to attack it. you'll see that you nearly have to be standing completely inside the enemy for the overlap to be detected... yet from the front (the left side of the screen, the overlap is detected perfectly)

    Theres just the one event (line of code) for the colission.

    Am I possibly doing something wrong or is this inded a bug. If its not a bug, why is it acting differently from the right side?

    thanks,

    Mike