Kisai's Forum Posts

  • Hey! That worked! Awesome! ^_^ Thankee. Now to fine-tune the background and eventually get started on more daunting tasks. Thanks. ^^

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  • I was wondering if this is possible at all. I tried making a ause menu using a Layout object, and the Layout object itself is set to use transparency for the layout it links to.

    This creatures a pause sign / menu with nicely rounded edges. And because it's on another layout, I wanted a scrolling background. So I made some bullet objects so that they were always moving at a 45 degree angle. Now I have a nice scrolling background.

    The problem I have is that it looks awkward when pausing during normal gameplay. It's better to show than to tell...

    http://i77.photobucket.com/albums/j42/D ... Screen.jpg

    See up in the upper-left corner? One of the little moon objects that I've made a bullet object, scrolling along, looping back to the other side of the screen, is clearly giving away the little trick here and ruining the presentation. Is there anyway to make it invisible when its outside of the background somehow?

  • Alrighty, I posted it up. ^^; Sorry about posting it up twice, but the first time, it didn't seem to go through, so I just clicked to add it again.

    And you guys think this might be a bug? Regardless, you can see what I'm talking about if you run the .cap and try pausing in rapid-fire succession. Just press Enter a bunch of times, and you'll notice the firing rate on the turret becomes faster and more frequent.

    Then let it alone, and you'll see a big change as it returns back to its normal firing rate.

  • Um... what's the tracker? ^^;

  • I tried creating a pause function in this manner, since if I have a layout created as a model, I can have a small pause window on what's going on, effectively freeezing it, and since it's a layout object, I can have it linked to a "Paused" layout that can run a small menu.

    The problem I have is that unlike when I was simply freezing the timescale and unfreezing it, creating a layout object seems to mess with the game's timing. For example, it messes up the timing on the shots from a turret, or messes up the animation on a sprite a little bit.

    Is there any better way of making a pause function, or should I stick with this? I tried doing it this way, since I figured it would be better than trying to copy and paste a bunch of stuff onto each layout I'll need a pause function for.

  • It's not working for you either? ;_; That sucks... I wonder why...

    And thanks for the suggestion about the order of conditions with that event. ^^; And I learned from your Platform School about how you can make new Event Sheets for totally different things to help make things run a little better. ^_^ So now I know.

  • For one, is an .ini file the best, or only way to go? I remember using a .ini file on Multimedia Fusion and was wondering if save files could be done differently on Construct. Preferably in a way that makes it so that no one can just open the .ini up and alter the values. ^^;

  • Here it is. ^^; I dunno what I'm doing wrong with the coding or whatnot, but like I said, it may be a Vista (or more specifially, a "this laptop is just weird") problem. If you guys can get this working and I can't, I might consider installing Construct on this laptop just to see if I get the same problem on it. At this point, I'm putting down money that the problem is the new laptop itself.

    http://rapidshare.com/files/189040336/New_Game.zip.html

    While I'm at it, I might as well go ahead and ask why exactly my pause function and collision box trigger doesn't work until after initiating them once. It's like, you have to trigger them twice to get them to work the first time, and every time after that, it works the way it should. And I've noticed that if you're moving right while pausing, it automatically moves the selection to "Quit" and selects it. I was wondering how to keep the Pause menu from being so sensitive in the first place.

    Not that the second part there is nessecary, but just an afterthought after the music stuff.

  • I thought I already said I did... but... I guess I forgot that detail. I tried, and that won't play either. ^^;;

  • I haven't made a .exe file or anything, I mean just in testing it won't work.

    Although... I'm fearing that there might be a different problem entirely. When I had Ulead Video Studio on the new laptop, and tried to throw in an MP3 with a video to try and make a video collage... It would have an illegal operation and close down. And on Windows Movie Maker... it can't play MP3s at all, forcing me to have to convert one of my MP3s to .wma for me to make my video collage.

  • After reading some of the posts here, I have a suspicion that because I'm running Vista, I might not be able to play music in my game. I've been using MP3s and of course, that AudioX object or whatever it's called. I've even used MP3s in pathnames without any spaces, and tried doing that binary thing and playing it from resource, but still nothing. I really have no idea what's wrong here...

  • Holy crap, that grappling hook example of your's is awesome. Too bad though that yeah, you can't re-grapple onto it. If you could find a way for it to initially grapple onto that point in the first place, that would be perfect. I even love how there's momentum on it with pressing the left and arrow keys. Even using the up and down keys to lengthen and shorten the connection is awesome.

    Just slap on a limit to how short you can make the connection, and a limit to how long, along with a character sprite that rotates with the connection, and that would be perfect. I'd try seeing if I could create a custom action with a key where the character fires out the connecton to the grapple point if they're within range. It could be a rotated animation similar to the grappling's connection in that example. Maybe, like, the character would automatically have a lock-on to certain grapple points they're near. Or maybe just have the connection shot forward, Super Metroid style. That grappling's even smoother than Super Metroid's at that.

  • Nope, didn't forget. ^^ Just have internet connection, I can't surf the web often. Hm, you tried to make something yourself? Neato. ^_^

    And linkman's considering trying to help make one? ^^ Spiffy! Thanks. ^_^ If not, that's fine. I just hope that asking for people for some things around here doesn't sound too selfish. @ And nobody has to make one either, but if they'd like, that'd be appreciated as well!

    I'll download your example and see what it's like. ^^

  • This is going to sound a bit selfish, but has anyone ever made a grappling hook or anything in Construct? Maybe a list of Events that are in a demo file, or perhaps a unique, custom-made behavior?

    Or, if nothing else, would anyone know a good way to about getting started on doing that? I tried a bit with the Physics behavior, but wasn't really able to get anywhere with it. Should it be done with basic X/Y events between the player, chain, and grappling point? Or with a behavior of some kind?

    Regardless of how I end up getting it made, I'm thinking of using that skewing ability I saw in that lightning demo to make the chain look like one seemless "rope" instead of hovering balls. ^^;