linkman2004's Forum Posts

  • I think it screws arround with the other non-pixel shader effects on that layer. I know that regular Additive won't work anymore.

  • On the layer with the erase object you need to check "Force own texture" under layer properties. That will keep it from erasing everything.

  • What I'm suggesting means you can still have a 16x16 grid to store additionaly information -- such as the author and player starting coordinates -- Basically, the -1 values wouldn't be recognized as a piece, so the spaces with -1 as the value wouldn't have any tiles. There would still be plenty of space for author name and starting coordinates. Example array to illustrate the point:

    2222222222222BBB

    2111111111112BBB

    2111111111112BBB

    2111111111112BBB

    2111111111112BBB

    2111111111112BBB

    2111111111112BBB

    2111111111112BBB

    2111111111112BBB

    2111111111112BBB

    2111111111112BBB

    2111111111112BBB

    2222222222222BBB

    BBBBBBBBBBBBBBBB

    BBBBBBBBBBBBBBBB

    BBBBBBBBBBBBBBAP

    2 = Wall

    1 = Grass

    B = Blank space, represented by -1

    A = Represents author name

    P = Starting player Coordinates

    I hope that better illustrates the idea behind it.

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  • I can't really make an example since I don't have access to your level editor code, and I couldn't seem to modify my own to work with it. But all you really have to do is this:

    In the level editor, at the start of the layout, have the array clear all of it's values to -1(or some other number that doesn't interfere with anything). This means that the base value of the the map will be - 1, so anything you don't fill with another tile will be left blank. Then, just fill the 13x13 grid that contains the level, and all should work fine. Hope this helps.

  • In that case, you can make the default cell value -1. This will make it to where all cells where you don't specify a value will be left blank.

  • That effect looks really cool. I found that decreasing the bottom layer scroll speed by 2% and increasing the top layer speed by the same ammount made the effect stand out better, though.

  • The problem is the way you have it looping through the array to load the level. Instead of using nested loops, simply use the "For Each Cell" loop in the array object. For checking the current cell value, simply use compare under the System object and use "Array.CurrentValue." Finally, to position the objects, use "Array.CurrentX * 21" and "Array.CurrentY * 21." I could upload the modified CAP if you want.

    Hope that helps.

    EDIT: By the way, I couldn't get the editor to load anything. I think you should think about using the common dialog object to get a proper save/load box.

  • Dude... change to anything but IE. (oh lol its just my opinion!).

    Blah, I hate Firefox. It has always loaded slower, not to mention I just prefer the feel of IE. Besides, IE8 is a good browser.

  • Okay, so the title of the topic is kind of confusing. Basically, the problem is like this:

    I have the layout object in my main layout, and I have it set to be in a pop-up window with the tool frame. Thing is, when I try to drag the pop-up, the window won't be released, even after letting go of the left mouse button. The only way for the layout to stop being dragged is to right click, but then it will move back to where it was before dragging. What's the deal with this?

  • I really like it, and it works really well. I'd probably switch from IE if it would put downloads in their own separate windows like IE.

  • Thats weird. Instead of using paint though, try GIMP or Paint.NET.

    I already use GIMP for my better art, the problem arises when I need single color boxes where it would simply be faster to make it in Construct.

    On the right hand side of the picture editor, right above the RGB / HSL tabs you have the O: (opacity) Setting you must have that set to "0" you need to set that back to "255". You than sould be able to pick colors agian. Or should I say you can see the colors you pick.

    I tried this, but it didn't work. Thanks for the suggestion, anyways.

  • Sweet! I'm glad you included the warning about saving CAPs from older versions, it will probably save me alot of pain.

  • Go to the Mouse/Keyboard object and select the "On object clicked" event, then select the object that you want to be clicked. Then add a "goto next layout" action to go to the next screen.

  • Man, that looks really awesome.

  • Okay, so I've had this problem for a long time(probably all the way back to .90), and I think I submitted it to the bug-tracker at one point too, but I don't think it's been fixed yet. For me, in the sprite editor, I can't select colors using the color selector box, which means I have to make the most basic of sprites using Paint because the only color I can use is transparent. I think it might have something to do with Vista, as it works fine on both XP computers in my house.

    Anybody else having this problem?