Kisai's Forum Posts

  • I say go with 98.9. That's the version I'm using. It doesn't have all the spiffy new features, but certain things like sound and music work. You have a few more bug fixes about certain things in the latest version though, but the fact sound and music doesn't work in it is probably a bug too, so... Just download a few, try 'em out, I guess.

  • Ooohhh, sweetness. With that text width/height thing fixed, I may be able to use my project in the new versions now. ^^ Let's just see if everything works the way it should...

    Um... wait... Seems to be a problem with trying to get a sound to play. I can import and preview a sound just fine, but the problem arises when I try to go into events, double-click the AudioX object, and then tell it to play a resource, or music, and it shows me the dropbox to select which sound effect or music from the available resources. Nothing shows up. o_O What's wrong? I don't get it... I can't imagine there's something wrong with how I'm doing things or anything...

  • I tried creating a little death event, but the thing is, I have it so that it starts the current frame all over again, and for some reason, the music starts from the beginning, as expected, but somehow, you hear two instances of the music playing. I cannot figure out why something like that would be happening. All other objects only get re-created once, right? What's making the audio object glitch up like that?

  • Fixed? That actually sounds like a neat idea, but why not leave it strictly optional?

  • Holy crap! That "grid movement" thing... it's like Mega Man, or Metroid! O_O Awesome! I'm SO using this.

    Is it possible to make a camera transition from one room to another that's more subtle? It's hard to describe, but I'll give you an example, since this whole thing is giving me very Metroid-like ideas. Say you come to a wall, a dead-end... or so it seems. Beyond that wall, the room continues onward, but you have to know to blow away parts of the wall to get through. In Metroid, it wouldn't be so much a "room" transition, but rather, the camera would continue to follow you beyond that point. It would kinda be following behind, and you'd be sort of at the edge of the screen as you continue on. ...Kinda hard to explain... damnit...

  • I... wasn't complaining about the jumping being more floaty... Just... making an observation. ^^; The jumping fell a little slower, that's all. I thought it was supposed to be that way. More refined, or whatever.

    And like I said, I figured the "get text width" thing was a bug. ^_^ I understand. No worries. I had assumed that from the beginning. Well... I assumed it shortly after looking at a few things in the newer builds anyway...

    I had no idea we were anything like what you'd call beta testers... ^^; Well, it's an open beta, not like the LittleBigPlanet beta, or the Metal Gear Online beta, so it's not like I can really brag about being a beta tester.

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  • Hmmm... I tried that, and... what I got was a Construct glitch. I start falling through platforms right away with jumping because it's detecting I'm holding down the jump button... But that's in a sub-event! It shouldn't be acting independantly on it's own... o_O

  • That's enabled by default, and... not really what I wanted to do. ^^;

  • How on earth can I do this? The biggest obstacle for me seems to be that I can't keep the character from jumping. What I initially tried was something like this:

    MouseKeyboard: "Down" is down

    MouseKeyboard: On "Jump" pressed

    System: Trigger once

    PlayerFall through platforms ? Yes

    But... I can't even see what sort of result, grossly wrong or not, that gives me because of the character jumping. Is there a way to do the classic down + jump way of dropping through a platform?

  • Whoa. Awesome. ^_^ Thanks.

  • [quote:18a8mo0q]Always position the arm object at ArmPoint, and set its width to distance(player.x, player.y, hand.x, hand.y)

    There's actually a thing for something like that!? Seriously!? There's no manual complex mathematics involved?? I WONDERED if there was something like that, but I doubted it, and couldn't find anything like that when I tried looking...

    But that worked precisely and EXACTLY like I wanted. ^_^ Awesome. Thanks. I wouldn't have even had to ask if I knew about that "distance" thing. Is there anywhere where there's a complete, comprehensive list of all those sorts of things? Like ".count", "distance", or anything? Is there a full list on the wiki or anything?

  • Holy mother of the Mana Goddess, that is freaking awesome! The very first thing I thought was, "I don't see split screen. Oh... the camera's spacing out... Is this the best it can d-- HOLY CRAP." and I was IMMEDIATELY reminded of the greatest co-op 2-player game ever, Toe-jam & Earl, and how this not only perfectly emulated it, but easily surpassed it. @ Man, Construct can do some AWESOME stuff.

  • I'll try to explain as best I can. Maybe I can word this in a way that best resembles a word problem even, making it more relatable to the more math-savvy Construct users here.

    I have three objects, and every single one is imperative to my idea. I have a player object, an arm, and a hand. This employs my grappling idea. The character reaches his hand forward to grab onto grapple points. To do this, a hand bullet object is shot from the player object. But we can't just have a floating hand, right? I was going to have a third object, an arm, but I have no idea how to make it stretch out between the player and hand object.

    How can I make the arm object's width stretch out between these two moving objects? I can't figure this out for the life of me, and I can't just try figuring it out based on .X positions since the player could fire off the hand object in mid-fall or something. (Not that I ever figured out how to get it to work with just .X positions anyway shooting it out straight horizontally.)

    I'm guessing this problem will have to do with cos, or... cosine or... whatever... I have no idea. I hope I explained this well enough for anyone reading this to understand what I'm doing. ^^;

  • Bullets spawn at the angle of the object that spawned them. So if your object angle is always 0 degrees (right), your bullets will always spawn at 0 degrees.

    I didn't see that happening, but the collision box object kidna only has one animated direction, so... that might be why. I didn't think it'd matter. Guess it does. ^^

    [quote:bhsdvb4d]You should probably spawn the bullet at the angle of the player's motion, rather than the display angle of the sprite (which is what Sprite.Angle refers to).

    Er... is there a way to get the information of a player's motion? That would be pretty helpful, especially if I could allow for things like, walking forward, push up, shoot, and then you get an up-left diagonal direction of shooting.

  • Ah! Damnit Ashley, again! @ How is it you ALWAYS have so much more knowledge than everyone else? Even in a thread of like, 3 or 4 people discussing my little problem, NO ONE mentioned that! That's awesome. ^_^ Thanks.