linkman2004's Forum Posts

  • Are your sounds WAV files? The DirectSound object doesn't support MP3s, if I'm not mistaken.

  • Glad I could help.

  • For me the list-object just remains empty, no text, but the vertical scroll bar goes smaller if I make it add the file when I click and click a few times and it says the correct amount of lines.

    That's strange. I tested it just now, and it loads just fine. Are you just using the "Load from file" action?

  • I'm sorry, you were so right. If I delete the external mp3 file there's no sound. Any clue about integrating it in the exe file?

    To integrate sounds into the game, go to the resources tab on the right side of the screen. Then, rightclick on binary, click addfile, and select the sound you want to add. Now all you have to do to play it is use the "Autoplay resource" action under the DirectSound object. Hope that helps.

  • The only way I've managed to do something like this is by loading the text file using the list object. This will load the text file, giving each line it's own seperate line in the list object, allowing you to change whichever one you want.

  • There was a thread about basically the same thing right here. It's not currently possible. You might want to try something similar to what Ashley suggests in that thread, in the mean time.

  • Well, I downloaded it, and it wasn't to bad for a first game. But I agree with Deadeye, the ship needs to have more asteroids like controls. It was really awkward to control with the arrow-keys and a laptop trackpad.

    I also don't get the theme of the game, I suppose it's something that I'd have to read your blog to understand?

    Are you saying you've never heard of Dr. Horrible? Just click here.

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  • I think a cool idea for a plugin would be some sort of toolbar object. Basically, it could work by allowing the user to insert new buttons into the toolbar and then apply their own pictures to them, for stuff such as save/load/new/etc. buttons. This would help when it comes to making more professional looking toolbars, which isn't the easiest thing to do since you can't have pictures on regular buttons. Let me know what you think.

  • No prob'. Glad I could help.

  • I think it's because of this:

    "Player Floor Detector Y greater than Enemy Y"

    That should be if the detector's Y position is LESS than the enemy's Y position. Less is higher, greater is lower. Unless that's not how your code is setup.

  • So, I'm working on my game, and I have it set up to where it will load the tile-sets for maps externally. The problem arises when the images are loaded during run-time using the sprite's "Load animation from file" action. Whenever they are loaded like this, the collision mask remain unchanged, even when they are set to per-pixel. This poses problems when the loaded tile is a ramp, but the collision mask remains a square. Is this by design, or is this a bug that needs to be fixed? Thanks.

  • Glad I could help.

  • This is also added now: you can use a 'Disable collisions' action with Physics in the next build, eg. Disable collisions with 'Debris' sprite and it wont collide with it.

    Awesome! I'll be able to make proper rag-dolls once you release the new version.

  • Alright, I pulled together an example showing how it all works. It includes a sample level and a fairly extensive read-me. I hope this can solve your problems.

    Array Example

  • The A and P would only be recognized if you wanted them to be. As you have it now, it will only create pieces if the current cell is equal to that pieces identifier. You don't have it looking for -1, so it will skip over them. Likewise with the P and A, they will only be recognized if you want it to recognize them, otherwise they are merely there to store the information you want.