linkman2004's Forum Posts

  • The "File" objects would work well for this. It has an event to loop through each file in a directory, then there's a condition to get the name each file as it loops through. Let me know if you need anymore help.

  • Hi. Is there any chance this can be fixed?

    I'd like to use it for a game that zooms around a lot and this 'bind to layout' thing kind of breaks everything. Also, cameras seem jittery for some reason.

    Might go with events instead, which would suck because this plugin has all I want.

    Any chance you could send me a CAP illustrating both problems?

  • An interesting thing to note here is that it only blocks a word if it's the base form and all lower case.

  • We do see the reports on messages. We have access to a list of reported messages, and when viewing the board all reported messages are visibly flagged as such, so it's pretty hard to miss.

  • Any idea if this still works correctly in latest builds?

    It still works without a hitch.

  • Welcome to the team! Now get to work!

  • Would everyone please refrain from the useless provocation? This whole situation is starting to get out of control.

    This will be the only warning. If this thread gets derailed any further, I'm gonna have to lock it.

  • Is the SDK fully compatible with 0.99.91? Just asking since it's over a year old.

    Nothing major has changed in Construct since this version of the SDK was released, so it's still 100% compatible.

  • For your first question, you can use a "For each object" loop to get this to work right. Just add a for each loop event as a subevent to your "Every 100 milliseconds" event and create your smoke puff in that. That will create one for each missile.

    As for the second question, the flashing action is pretty limited, so I'd suggest coding your own flashing effect, which shouldn't be too difficult.

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  • Have you installed the latest version of the DirectX 9 runtime on this other computer? This seems like a problem that would be caused by that. Here's a link to the installer:

    DirectX End-User Runtime Web Installer

  • Okay, here's an example of changing the graphics scaling based on the resolution of the screen:

    Resolution based scaling

    As you can see, no matter what the resolution, the scaling of the graphics compared to the resolution is proportional to when the resolution is 1920x1080. In this way, everything stays the proper size no matter what the resolution.

  • Just allow multiple resolutions. For starters, always rendering the game in 1920x1080 on a computer with a monitor that doesn't support that resolution would be a waste of processing power. Secondly, it's a wise thing to do in case the game doesn't run well on older computer.

    The key for this to work well is to make sure that your graphics are dynamically scaled proportionally to the chosen screen resolution. For example, if you're designing all of your graphics for 1920x1080, then the scaling factor for your graphics would be:

    DisplayWidth / 1920

    You'd apply this scaling factor(multiplied by 100) to the display zoom level. This will ensure that all graphics, when displayed at full screen regardless of resolution, appear the same size.

    I hope that helps. If you want, I could whip up a quick example later tonight.

  • Very nice. To help me understand this a little better, would you mind me asking the difference between "Window.ClientX" as apposed to "Window.X"? I noticed the results were a hair off when I switched them, but it was pretty much the same.

    Window.X gets the position of the window including the border and title bar, while Window.ClientX gets the position of the content of the window, which excludes the border.

  • Alright, i've gone through with a debugger and it seems that at least some of the problems are due to heap corruption related to std::string. Why this is happening only in cases concerning the SFML library, I have no idea. Maybe somebody could help me out with this if I were to supply the code?

  • Any details on the wonkyness?

    Things like packet corruption and crashing if you do things a certain way. These problems don't happen when the client is a C++ application, so I don't know what's up.