kaos's Forum Posts

  • Wow, that made my night.

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  • Sorry, you can't do that with construct 1. Copying between caps is an unfinished feature and messes up the cap that's pasted to. You'll have to recreate what you want to copy.

    I think he knows this. He was just mentioning that that feature is needed.

    And yeah, it would save... a great deal of time if this were possible

  • This is done now. I've also updated a bunch of stickies with new information. Let me know if there's any other changes you think should happen.

    I like the new changes; however, a small issue.

    How is "WIP Addons" a SUBforum of "COMPLETED addons"? A little contradictory, if you ask me

    My suggestion: Rename "Completed Addons" to "Construct Addons"

    EDIT: Also, while there may not be enough of either to really need this, consider splitting Plugins and Effects to make Addon browsing easier (I think that, for now, the thread title method is fine though).

  • I think rojo fixed them for the next build that's not out yet, according to source forge

    If... thats the case... Then I TRULY cannot wait till this next build. I've pretty much stopped ALL construct work because that bug pwn'd two of my projects, and I havent been able to motivate myself to do more than 'File -> New -> DirectX Game -> stare at white canvas -> Close' at the moment...

  • If this gets fixed:

    Families just don't work. I have a hard time pinpointing what it is, but I'm sure Construct starts confusing what variables to reference. Could be because a member of the family has its own variables, or something to do with reading of events, but it renders Families useless to me!

    Sorry I can't be more specific. Families work without any issue if I just use them without variables, or perhaps if the members only have the Family variables.

    And this:

    That bug with groups wherein you try to select one thing and everything in the group is selected no matter how hard you try to select that single event, and the only way around it is to close the group and reopen, or when you double click on the event the group closes and needs to be reopened, its the cause of that copy/paste bug davio's talking about, since you unintentionally select everything.

    I would be one happy camper

  • Nice

    I like the demo game too, its pretty fun.

  • I myself use Wordpress.

    (Now don't you go 'bah! wordpress!? FEH!')

    WP started out as a blogging tool but nowadays is on-par with many CMSs.

    On the customization front: It supports themes. Your own, or others, or mods of others. It even has a theme editor where you can modify the css and php files of the current theme without having to DL, edit, and upload it all back.

    An example:

    http://otakaos.110mb.com/

    (Be sure to hover your mouse over certain elements, as they have some pretty nice effects, achieved without the use of flash.)

  • Ah I see. Well epic stuff, Imma give this a go.

    Im actually in a point in my danmaku engine where, if I can make interesting patterns with BML, I can probably contribute a demo or two as well.

  • Notable things I've added lately:

    * Ability to use construct objects as bullets, allows for example per-bullet effects like trails and using the existing collision detection

    * Easy "play file name.xml x times with delay y milliseconds" action

    <img src="http://paahdin.com/projects/bulletml/images/mutants.png">

    Little green mutants with trails

    So, uh, are you going to release that one? I really couldn't use this unless it supports per-pixel collisions.

    Other than that, I really like the idea of being able to create patterns this way. Soooo much more organized than my current method.

  • Clicking lock no longer selects layer?

    My my, Christmas is July! You wouldn't believe how many times I've RAEG'd due to dragging an object out to only realize I can't select it because its on a locked layer.

  • Ok, I ended up going with combining Aritz's and Daiz's ideas and it worked fine!

    Thanks a ton guys, this was getting really frustrating

  • R0J0hound: That method _ALMOST_ worked, except it also counts when the object collides with itself.

    Basically:

    P1 and P2 are shooting (pretty much rapidfire) bullets at each other, and we need to check when one players bullet collides with another players.

    Each bullet DOES have a PV 'Player' that is set from 1 to 4, depending on which player used it.

    That way if two players use the same character with the same attacks, it can still be differentiated.

    Daiz: That method didn't quite work, but I think I have an idea I'd like to try.

    I'll post results after experimenting, for future reference.

  • I have recently been developing a side project for me and a friend to play. Its an interesting take on the Shmup genre. I developed it from the ground up to be fairly modular and easy to add in things such as new characters and attacks, etc.

    However, I've seem to have run into a little snag...

    All of the (some 10 different types for each player) bullets are grouped together in a family, 'Bullets'.

    I need to set it so that the bullet with the lower PV 'Power' gets destroyed in the collision.

    However...

    "If 'Bullets' collides with 'Bullets'

    If 'Bullets.Value('Power') > Bullets.Value('Power')'"

    ...obviously isn't going to cut it.

    Any ideas on how to compare variables between two particular members of a family upon collision?

    (If it's a step in the right direction, each type of bullet DOES have a unique 'ID' variable)

  • Awesome game with a great atmosphere! Ran just fine on my laptop.

    Also...

    WONDERFUL!! I found a cap =))) Now I can stop wallowing in my noobishness on everything covered here! Thank you so much. I needed this badly.

    Perhaps there should be a real DL section for tutorials and example files? It can get somewhat annoying having to DL from links found in a forum. (For example, anyone ever heard of SFGHQ? I learned MMF solely from the tuts section there.)

  • Just gave it a shot... and yeah, like R0J0hound said, I would probably want to make my own platform movement for something like this.

    Would be much easier if we could set collisions with objects on a per-sprite basis at runtime.