Jayjay's Forum Posts

  • tulamide, ah cool, thanks for sharing that <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Can you upload a copy of the source with just the two objects and events for shooting? It sounds like the hotspot of the bullet hasn't been centered. Sprites start at 128x128 size, so after shrinking to 16x16 it's possible the hotspot is still outside the object.

    Also, you could be spawning the bullet at the hotspot of the main character as well, try spawning the bullet at image point 1 if you're not spawning it at the image point name (as image point 0 is the hotspot).

    I've not seen hotspots and image points mentioned much on the forums, so here's a quick write up on how they work: Hotspots are the red dots and can only have one per object as that is where the X and Y for the object are calculated from, when positioning objects they are treated as image point 0.

    Image points are manually placed and added to sprites, and they are numbered from 1 and up, or can be named.

    There is also issues at times where placing an image point will move your hotspot or vice versa, so it's worth checking the hotspot and image points are all in correct places after working with them.

  • Ah Construct Classic R2 is the latest version, but it's not on the official download page yet for some reason (@Ashley Tom, can R2 be linked from the CC page now instead of R1.2?)

    Here's the download: http://www.scirra.com/forum/topic48884.html

  • Hmm, still not quite sure what you're trying to do here, but it sounds like you'll want to use your conditions to select all objects that meat the true values, and then use the condition "pick object at random" to select one from that pool of objects.

    Is that close to what you'd like to do?

  • Use a "For each object" loop from the system object and select your object family. Then as a sub-event put the animation conditions. This way it only picks one of the objects in that family.

  • , ah you'll need to download the free Construct Classic to open them (version R2 is in the General Discussion forum I believe). It's not too different in event styling though, so you might be able to port them over!

    Hmm, pixel perfick a sub-event will only trigger if the main event does, and any objects picked will be carried on (eg: in a main event if you say "Object1 value hit = true" then it will only select all of the Object1 objects with a hit value in the first place).

    One way to avoid picking any objects in the main event is by doing a System "Compare". Can you explain a little more about what you want to be done and I'll try making a cap file?

    And no problem, happy to help <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Ah awesome, glad to hear crowtongue! Good luck with the rest of your game <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Hi matcon, here's for a random integer (whole number): int(random(10))

  • Heh glad to hear it's working at least! Good luck with your project <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Ah I see, looks like it's not releasing the webcam when you close it the first time, so Windows can't access it. Not sure how to fix that since it might be a bug in the Webcam object.

    Maybe have exiting only possible from a custom button and see if the webcam object has a "stop viewing webcam" event.

  • Hmm, that's strange, I can't replicate the issue you're having. I've modified the cap file to make used entries blank though for easier debugging: https://dl.dropbox.com/u/4714446/ArrayPowerups.cap

    A simpler work-around is to create 10 sprites of size 2x2 (power of two textures won't cause any real issue on the graphics card), and position them way outside the layout.

    Have their powerup ability as a private variable and then when the player touches the object sprite, you pick one of the the powerup selector sprites at random, grab its powerup variable and destroy it. This way we rely on Construct Classic's internal arrays <img src="smileys/smiley1.gif" border="0" align="middle">

    I'll make a cap file of that method if you'd like

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  • Looks like it was a mix of issues with loading textures every tick for each object, and also something with the file array events.

    I've bypassed the file arrays though, here's the image loading working: https://dl.dropbox.com/u/4714446/Texture_Load_test.zip

  • Thanks nihaotomita I think I was able to help, here's the cap with some event changes (I added comments before the parts I added/changed): https://dl.dropbox.com/u/4714446/prueba.cap

  • delgado Hmm, you mean it doesnt work when multiple copies are open? Or just the second time you debug it? =/

    Also, is it the Application or DirectX version you're trying?

  • Okay, I'll look at it tonight and see if I can fix the crashing for you