kayin's Forum Posts

  • Graphics editor works on my laptop, which is a huge boon for me. Animation playing seems to work, but animation finished still seems somewhat bugged, but every time I try and make an example it fails. Maybe something farther back in my code is messing it up. If I can figure it out, i'll post examples.

    Great work, either way.

    Edit: Got it. Little weirdness maybe, but nothing that can single out. Maybe it was just my own stupidity. Ah well.

  • You are a saint. I'll be trying my best to break the animation syustem.

  • Not really too much help here. Set animation frame to 1 seems to work fine I suppose, but I hit a dead end again when I realized I don't have a way to detect what frame an animation is on (D: I'm going to seriously need that eventually). I'm sure I could somehow work someway around this -- something, like a timer to go with it -- but honestly, these are some basic features and I think I might be patient enough to wait for Ashely to get to -- instead of pulling my hair out now.

    Unless there is a way to detect frame number Then I think I can get this to work.

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  • I've been driving my self crazy to get some animations working -- notably a run startup. I noticed that Animation Finished doesn't work (and was reported). Then I noted animation playing didn't work. Then I noticed animations don't ever seem to reset. Or that frame number checks don't work... Or basically anything but the very basic 'play this animation' events. Am I doing something wrong?

    Note that the code is a mess as I was just trying to find events to illicit some form of response (in this case, destroying the sprite. Also, do sub animations serve any real purpose besides organization? I was hoping there would be someway to play one animation into another, but that seems impossible currently.

    Once I'm sure this is a 'bug' (at the very least it's poorly implemented) I'll throw it up on the tracker if these things haven't already.

    (Also don't let anyone tell you that the creator of IWBTG has to steal sprites because he has no artistic talent! :3 )

    For File.

    Edit: Ouch, apparently the animation finished problem should be fixed. Guess not.

  • Ouch. For a tech support thread.

  • I just realized I am entirely a retard.

  • Yay Kayin (the guy who probably can tell us EXACTLY how IWBTG scrolls) finally came to correct us in our wrong ways....whats Modulos though?

    It was exactly the same way I did it. Only difference is, Construct doesn't have a built in modulos function, so the math for that has to be done manually (which isn't much more at all). I really don't think theres another sensical way to do it.

    For those who don't know, Modulos is generally really useful for stuff like rounding numbers -- sort of how the player position in this example is rounded to the nearest screen center. Learn and love it!

  • It is entirely bizarre to see something classified as "IWBTG Scrolling" when I definitely didn't create it.

    And now I know the math behind modulos, hooray!

  • Device name: NVIDIA GeForce FX Go5200 32M/64M

    Pixel shader: 2

    Estimated VRAM: 271 MB

    Motion blur: No

    for my laptop (The one that can't run the image editor without crashing and for my desktop..

    Device name: RADEON 9800 PRO

    Pixel shader: 2

    Estimated VRAM: 242 MB

    Motion blur: Yes

    That.. doesn't make much sense now that I think of it. huh.

  • Last little update. Fixes platforms. You can jump though platforms and press down to pass through them. You can lower your self into the platform. Not terribly desireable, but not a huge deal in my opinion.

    Now to start working the engine for my own uses. :3

  • This is pretty cool. Any way to get a 'prespective' schew for pseudo 3d background elements?

  • The drop bug seems like it'd be a pain to bust. I think I'm going to change the nature of platforms to be pass throughable and to suggest avoiding situations where platforms go flush with the ceiling. Ill set a system up in my next update. It think it'll be more conventional and more useful and less buggy. The other bug was a quick fix.

    Thanks. (also down doesn't do anything, I was able to do it without it)

  • More stuff. Slopes, moving platforms, inertia from said platforms...

  • I noticed there was no joystick support recently. I also seemed to me that (currently) there is no way to access 'controls' outside of movement behaviors. Is this correct? If so, I'd like to share some thoughts on how joysticks and game inputs in general should be handled (though I'll save it until I know for sure that these things are still not integrated).

    The other features I was wondering about is save related features. One of the few MMf2 additions in a long time that seemed wonderful was the 'save screen state' ability. I'd really like to see this added, since anything else could be handled easily with a text file, but that has many useful applications with much less work on the developers end.

    Thanks in advance.

  • Ah yes, that worked out quite well. Ah, more stuff I wish I had in MMF2. I'll add some more basic features and reupload eventually.