kittiewan's Forum Posts

  • Well I downloaded it and even decided to buy a few morph packs as well since the genesis model doesn't really start with too many options for changing it's appearance.

    If anybody else intends to buy something from the DAZ store make sure you look out for bundles within bundles I purchased 2 morph bundles for what I thought was a good price only to find them being sold together with several other bundles for a even cheaper price then what I paid for them individually!

    Daz is really good about returns as long as it is within 30 days of purchase. Just contact support with what happened and how you'd like it fixed, and they'll usually accomodate you. (It is easiest if you take a credit rather than a refund, but they'll do it either way.) So in your case, just say you'd like to return the bundles (for credit or refund) and then buy the cheaper bundle that has both.

    Edit: If you are going to buy a lot of stuff, consider joining the Platinum Club, which gets you an extra 30% discount off of most things, and a $6 voucher good for Daz Originals each month.

  • This is the coolest thing ever, Chris! I just happened to have a cutout fantasy character laying around, so I wired him up and he was floating around in space in no time.

    It's actually rather creepy in a way. I spent a lot of time making this guy, yet he was never more than just an electronic paperdoll who would animate the way I made him. But now...

    He's alive. <img src="smileys/smiley15.gif" border="0" align="middle" />

    I'm going to add his other two limbs and then I'm going to watch him thrash around awhile. I may not sleep tonight.

  • I didn't even think of using a bullet behavior, which elimnates the need for the instance variables (although you do have to make sure bullet speed is initially set to zero.)

    I also didn't know you could use both a platform and a bullet behavior on the same sprite!

    Makes me wonder "What else don't I know?"

    Don't answer that. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • This may give you some ideas.

    <img src="http://dl.dropbox.com/u/57899112/NearestButterflyPursuitEvents.PNG" border="0">

    The .capx is here:

    NearestButterflyPursuit.capx

    (Edited. Previous version didn't go to the nearest object.)

  • Oba! Great job! You have raised the bar for me on what a first game can be. I am still learning, but I hope to make my first game in C2, too.

    (N�o sou brasileira, mas muitos anos atr�s, quando era menina, eu morava no Rio. Ainda tenho saudades daqueles dias.)

  • Here is a game I am working on as of right now and just wanted to know if it would work for this competition.

    Each color blue box are rotate-able.

    http://hawj.info/game/puhz/

    It seems to me that if you add widgets that provide the ability to rotate layers or the layout as part of your puzzle it would work. For example, consider a level where you have the ball positioned below the target and don't provide an elevator--there appears to be no solution. But if when the ball rolls it flips a switch that rotates the layer or the layout, voila! It can be something that only gets unlocked in later levels, so your current levels would still be good. It is certainly an integral part of game play since there isn't a way to solve without rotating.

    Anyway, that's my opinion. Maybe someone else can chime in here.

    Well i maybe shouldn't have called it a bug since i'm not sure it's a bug so that's why i didn't report of course. It's just that i couldn't find a solution till now. When the layer rotates it doesn't trigger the collisions correctly. Maybe there's some other factors involved. I'll keep scrutinizing my project to find the culprit.

    Did you see this thread?

    Physics problem when rotating layers

  • As I said, it is low priority. If it were up to me, I'd just document in the manual that buttons should not be used on rotating layouts because they will not rotate properly, and tell users to use a sprite instead.

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  • I don't know if it helps, but here is a set of tests I was doing for almost the exact same thing.

    ButterflyBlastTest.capx[ What you describe doing is like the "wait" option. The blast and longblast animations are just different number of frames and frame speeds. The fade assigns the spawned object a fade behavior, so it the blast is much more subtle. I'm sort of leaning towards that one, but may try fading an animation. (sort of a combination of blast animation and fade.)

  • When you rotate a layout containing a button, the button doesn't rotate correctly. It either shouldn't rotate at all, or (preferably) should rotate like all other objects, not just sort of rotate and resize. The problem is demonstrated in the following .capx:

    RotatingLayerBug.capx

    (Edit) Just repeatedly click the button until the layout has rotated at least 180 degrees to get the full effect.

    This is a fairly low priority problem. The workaround is to not use buttons on a rotating layout, but instead create your own pretty sprite-based buttons!

  • This was a problem for me in R74 and is still a problem in R75. When I open the animation editor, the graphics for the two buttons on the side ("Set origin and image points" and "Set collision polygons") are missing. The buttons still work if you click on them.

    On rare occasions the graphics do appear, but in using the system for the past 2-3 weeks I have only actually seen them a handful of times.

    Steps to recreate:

    1) Create a new project

    2) Create a new sprite object

    3) Click to place the new sprite automatically opens the animation editor. The button graphics are missing for the buttons on the side.

    Workaround: Move mouse in general area of the buttons and the tooltips will help you to locate them. (This is a minor problem for me now that I know where the buttons are, but it would be a bigger problem for a newbie who has no idea where to look and thinks they must be going mad!)

    My system:

    HP Pavilion dv7 notebook

    Windows 7

    i7-2630QM CPU with built in Intel HD graphics

  • For point 2

    A first approach: http://www.mediafire.com/file/9y744a1l39riel6/DayNightTest.cap

    Light uses mouse behavior, make sure mouse is inside the window. This is just a first step, there would be the need of finetuning, and other solutions may be more efficient. But it's possible.

    Brilliant!

    I'm just starting to learn about Construct, but wanted to let you know how helpful this example is. It was exactly what I was looking for, and will be critical for the first project I have in mind. Thank you.