linkman2004's Forum Posts

  • There's no scrolling in the gridscrolling example, and when I disappear off the right of the screen and keep walking, I know that I fall down the hole at some point, but I'm left looking at the same are of screen that I see when I start the example.

    Weird. I have no idea what could be causing that.

    ...that being said, i have found a bug.

    This is due to the plugin being incompatible with the saving and loading features. I was never able to get it to work correctly because none of the devs ever explained how I was supposed to deal with object pointer serialization. I'll try and get this working at some point, but I wouldn't hold your breath.

  • I could take a crack at modifying this. I know well enough how the sprite object handles it, so it shouldn't be to hard.

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  • The INI object isn't made so much for making INI files as it is for reading them.

    If you're just looking to save things like configurations, you could use the HashTable for that, which allows you to assign values to 'keys' and then access the values through these 'keys'. The files it saves are also not plain text, making it harder to crack.

    One thing I'll point out, in case you don't know this yet, is that if you want to save your file to the same path as your game, you can use the apppath expression. For example, to save your file "blah.yes" to the same folder as your game, you would put:

    apppath & "blah.yes"[/code:31ngp681]
  • The system object has a couple of save actions built in: "Quicksave/quickload" and "Save/load to disk". These basically save a perfect state of the game, and they're not just plain text so cheating isn't as easy.

    I will mention, however, that some plugins(mostly third-party plugins) don't work properly with these actions.

  • Here's the first beta of the scale behavior as requested by Somebody. I'm fairly confident in how this turned out, so perhaps this will also be the final release.

    Scale Behavior - v0.9b

    Download Now(no example) - 98KB

    This doesn't include an example(I'll try to get around to that eventually), but everything should be pretty self-explanatory.

    First you setup your scaling animation settings in the behavior's properties. You can either choose to have this scaling animation played at the start of the object's life or start it later using the "Start scale" action. Alternatively, you can use the "Scale over time" action to do the same thing but entirely at runtime.

    All scale values are given as percentages and scale the object according to the size of the current image. So if you have an object that is 64x64, but its image is 128x128, a scale value of 200% would set the object's size to 256x256.

    Be sure to leave your comments concerning suggestions and bugs.

  • but anyways have it your way, i was just trying to show you why its not needed.

    One could also take the time to explain why GPS navigation isn't needed, but in the end it helps to make your life easier.

    Anyway, it's a moot point now because the plugin is almost done. I'll work to get it uploaded tonight.

    EDIT: Ta-dah!

  • Developer time I'd rather have them focus on 1.0

    It's not like I'm helping develop Construct.

    I've made some headway on this today. If all goes well, I should be able to release a beta tonight, tomorrow at the latest.

  • Here's an example of it in action:

    Yays

  • Check the X and Y velocities from the physics behavior's expressions using the "Compare" condition in the system object. If both are equal to 0, your object has stopped completely.

    However, it will take a little while for your ship to actually stop completely, even if it looks like it has done so. You could make it less picky by flooring the velocity values divided by ten, like so:

    floor(VelocityX / 10)

    I hope this helps.

  • That depends on how your movement is setup. Would you mind posting a CAP?

  • While we're on the topic of exporters, I think an SDL runtime would be pretty kick-ass for Construct 2. That would allow you to export the game to run on a crap ton of mobile devices, including the iPhone, Android, PSP, DS, etc.

  • I'll have time to work on this come Tuesday, but it would be helpful if you could pull together a list of actions that you'd like to see before then. It would also be helpful if you could be as descriptive as possible about each one that way I don't make the plugin in a way that seems fine to me but odd to others.

  • > but the GridScrolling example doesn't seem to do anything.

    >

    I thought the same, and nothing grid-like happens until you jump down the hole at the far right.

    This man has the right of it. Don't scare me like that.

  • Okay, everything seems to be working now. If you downloaded 0.91b, I highly recommend downloading this update immediately.

    Advanced Camera Plugin - v0.92b

    Download Now(with example) - 152KB

    Additions/Fixes/Changes:

    [FIX] - The plugin would crash in some instances, such as, for instance, trying to run the included "ACExamples.cap".

    [FIX] - Scrolling would be completely broken in some instances.

    [CHANGE] - The margins for object following have been changed from a position relative to the center of the screen to the amount of pixels from the center of the screen towards the specific border. This means that negative values are no longer necessary for the top and left margins.

    Hopefully there aren't any major problems that I missed, but everything should be fine now.

  • The ACDemo example doesn't seem to move the camera at all, and the ACExamples file crashes Construct when I try to run it.

    Running 99.82 here.

    You also seem to have left a lot of backup example files in the Zip.

    Krush.

    Blah, this isn't my day. The ACDemo and backup files were put in there by accident, so pay them no heed. Doesn't change the fact that my plugin is once again a broken piece of crap though. I'm taking the download links down until I've sorted out the issue.

    I can't get it to work. I'm using version 0.99.82.

    I have this:

    Start of Layout

    > Create Camera with 100 for each margin

    > Camera follow Player (no offset)

    It does an offset to the left and above of the player (by 100 pixels each direction) and seems to use unbounded scrolling even though that isn't turned on for the layout (I checked).

    All margin values are relative to the center of the screen, meaning the top and left margins should be negative values. I'll probably change that at some point so it's less confusing.

    As for the unbounded scrolling, the plugin -- as of 0.9b -- automatically enables the feature so less people have problems with rotation and zooming when it's disabled. You can bind the camera to the layout by checking the "Bind to layout" checkbox in the properties pane.