linkman2004's Forum Posts

  • The current frame of the animation is the one where the animation is loaded to. So if you set the animation frame before loading the image, you can load multiple images into one object. However, this requires you to have as many blank frames as necessary to load up all of your images.

    My game makes heavy use of this method, so I might take a crack at making a plugin to simplify it.

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  • This happens when the game's sampling rate is set to "Linear". If a sprite occupies a decimal position, it will appear to be slightly blurred with "Linear" sampling. Go to the project settings and set the sampling mode under runtime properties to "Point". That should fix the problem.

  • (If this is unintentional, I'll go ahead and file a bug report, but I dunno if it is)

    I actually filed a bug report for this a few days ago when I noticed it.

  • I think it would be wiser to use "Every X Milliseconds". Assuming you have V-Sync enabled, "Every X Ticks" could produce different results on different computers, because 1 tick is equal to 1 frame.

    For example, if you have a monitor refresh rate of 60hz and setup your game accordingly, anybody who has a different refresh rate -- for example, 75hz, 80hz, 120hz, etc... -- would run into the problem of the video looping before it's even over.

    Using "Every X Milliseconds" would remedy this. Plus, finding the amount of milliseconds would be just easy, if not easier, than finding the amount of ticks.

  • It's kind of like the erase effect, but it erases based on the alpha values of the image. If a pixel has an alpha value of 0, it will completely erase what's behind it, an alpha value between 0 and 1 will only partially erase, and 1 won't erase at all.

  • - [FIX] Platform Movement - Acceleration and Deceleration now work correctly

    Damn your fixes, now I have to re-tweak my settings.

    Thanks for the new build guys, especially Dave for the physics fixes.

  • nightofgrim - Sorry it took me so long to respond to this. I've been busy with other projects lately so I haven't really been keeping up on this plugin. I'll look into adding this feature.

    strike911 - Thanks, man. The way I have rotation supported in the camera is that it rotates each individual layer except for those with specified exceptions, therefore undoing any external layer rotations. I'll look into finding a way around this.

    Russ - Thanks! I'm glad you're enjoying it. You can use the plugin however you want, commercial or otherwise, but a mention in the credits would be appreciated.

  • As far as I can tell, calling a function through an expression remembers object picking.

    However, if I'm wrong(which I'm fairly certain I'm not, since I tested it), you could always use the "Add parameter" action for your parameters and call your functions using the "Call function" action to ensure proper object picking.

  • I used to, having the 64-bit Windows 7 RC installed for a little bit, but I thought it was the cause of driver problems with my cheap Bluetooth headset and switched to 32-bit. That problem turned out to actually be Microsoft's removal of Bluetooth audio drivers from Windows.

    I slowly cry myself to sleep every night, now.

  • I'm hitting arithmetic instruction limits for PS2 when blurring the shadow with a 5x5 kernel.

    You can use PS 2.0a, which raises the instruction limit from, I think, 64 to 512. Just change this line:

    PixelShader = compile ps_2_0 EffectProcess();[/code:31y9cqxr]
    to:
    
    [code:31y9cqxr]PixelShader = compile ps_2_a EffectProcess();[/code:31y9cqxr]
    Although, this has downsides, because not all PS 2.0 capable cards support 2.0a.
  • Daaaayum! Very nice looking.

  • You could put all of your mouse and keyboard events into a group(in the event sheet editor: Right Clicke -> Insert group) and disable/enable the group as necessary.

  • Actually, I made the level editor with the DirectX runtime. Maybe I was a little misleading there.

  • The only applications I've really made are level editors, but it's fairly simple depending on the complexity you're going for.

    As for other types of applications, I imaginge that if one were to put enough effort in, just about any type, aside from graphics and sound apps, could be made without too much trouble.

  • I've come with a fairly major update to this plugin! Check it out:

    Sprite Button Plugin - v0.8a

    Download Now(with example) - 132KB

    Adds/Changes/Fixes:

    [ADD] - "Compare button group" and "Compare button identifier" conditions added. These will only check if the the group/identifier is equal to the specified value. If you want to see if it is not equal, just invert the condition.

    [ADD] - "Override text position" property added for check boxes and radio buttons. This is checked by default. When checked, the "Text position" property in the "Text" category is overridden and the text is automatically placed to the right of the button image. Unchecking this will allow for free alignment of the text.

    [CHANGE] - Check boxes and radio buttons can now have button icons. Now that I think about it, I don't know why this was disabled before, but they're there for everybody to use now.

    As usual, please leave any comments and suggestions, and be sure to mention any bugs you come across.

    Enjoy!