linkman2004's Forum Posts

  • Arcanum I've updated the dropbox link in the first post.

  • Will Magicam have C3 version as well?

    If enough people ask for it, it may happen, but I haven't updated the C2 version in years, so we'll see.

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  • One way would be to add the physics behavior to your shapes. When the bomb is destroyed, apply a negative impulse toward the position the bomb was in to the shapes -- use the "Apply impulse towards position" action from the physics behavior for this.

  • You could just add a condition to your touch event checking that Object.Count = 0

  • I can't seem to replicate the issue. Uploading a CAPX would be good so we can see exactly what you're doing.

  • In 2D screen coordinates, the Y-axis generally increases as you go down the screen. This is the case for C2 and many other programs involving computer graphics.

  • tomi71 I'm not really sure what you mean by that. There shouldn't be any problems setting zoom in place of layout scale.

  • tomi71 MagiCam overrides layout scale when there's an active camera - just use the "Set zoom" action, which works the same way as layout scale.

  • SKIDTHRESHOLD should be a value between 0 and 1, with values closer to 1 requiring less intense skidding to produce marks. SKIDINTENSITY can theoretically be anything, but I recommend values between 0 and 100, 100 being the most intense. As it is right now, the opacity of the skid marks is a function of tire grip and SKIDINTENSITY, so you get a gradual fade in as the skid intensifies, but you could simply set the opacity to SKIDINTENSITY directly for a more instant effect.

  • If you want the skid marks to persist -- i.e. last forever -- then I would definitely recommend using Paster so you don't have a bunch of static objects all over the place.

    Here's an example I pulled together showing how to do skid marks(using Paster):

    Skid Marks with Paster

  • How are you using the newline expression? Note that it shouldn't go inside the quotation marks, but should be concatenated with your strings, i.e.

    right -> "line 1" & newline & "line 2",

    wrong -> "line 1 newline line 2"

  • Try giving the block the Jumpthru behavior instead of Solid.

  • I don't resize the map though, and pixel rounding and linear only makes my character move veery fidgety while never really achieving anything in terms of the blurriness. I'll tel l the artist to change it to PNG-32 and see if anything changes.

    What Drew and Paradox are saying is that sampling should be set to point, not linear. Pixel rounding isn't necessary if you have sampling set to point and is the likely the cause of movement looking fidgety.

    If point sampling doesn't fix it, it could be an issue with your graphics drivers.

  • Have you checked to see that the value of the variable is actually "menu"? You may have a trailing space on there, such as "menu ", which would cause your condition to evaluate to false.

  • Something like: round(x / 32) * 32, x being the number you want to round.