linkman2004's Forum Posts

  • You can use the 8-direction behavior for this. It lets you allow only up/down movement or only left/right movement in the "Directions" setting. You can also turn off rotation as well by setting "Rotation" to none.

  • I've been using it as my primary browser for over a year now, practically since the first beta came out. It's faster than any other browser I've used and the interfaces of other browsers seem so cluttered by comparison.

    I'll never be able to go back.

  • Yeah, that's not how it works. I think the best way to explain it would be to compare "On collision" and "Object is overlapping".

    With "Object is overlapping", when the two objects specified are overlapping eachother, the event will evaluate to true until they stop overlapping. On the other hand, with "On collision", if the two objects are overlapping the event will only evaluate true the first time they are detected to be overlapping. After this, the event will return false until the two objects are no longer overlapping, at which point they can overlap again and the event can return true.

    So, essentially, the "On collision" action is an "Object is overlapping" condition with a "Trigger once condition".

    I hope I got the point across well enough. Hope that helps.

  • You could use the function object, set up a bunch of functions which are named using numbers between 1 and 30, then call a function using the private variable as the name. That should work as a reasonable work around, although I don't know if it would be more efficient.

    A switch function would be pretty sweet for Construct 2.

  • You can do that using "Load animation frame from file" action. The action loads a new picture into the current frame of the animation.

    By the way, if you're going to use an equation like that, I think this is more what you want:

    apppath & "pictures/" & Global('filetoload')[/code:2uxw6koy]
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  • If you're using the Ball behavior, ticking the "Solid" attribute under Groups -> Attributes in the object properties for your wall objects will allow the ball to bounce off of them.

  • Is it possible that the source code for the canvas object could be added to the CVS repository? I'd like to see how it grabs the layout using SetCopyFrameContent(). I can't figure it out without an example of some kind.

  • In case you don't have the latest version of the DirectX runtime, here's a link to the web installer from Microsoft's website:

    DirectX Runtime Installer

  • Based on a quick walk through the sprite object source code, it looks like these return what you want:

    CRunObject->info.curTexture->image_width

    CRunObject->info.curTexture->image_height

  • I don't know if this is the problem, but am I correct in assuming you put your sounds into the "Sounds" folder? The XAudio2 plugin only finds resources that are in the "Files" folder.

  • It turns out the normal "Set zoom" functions were indeed broken, so those are fixed for the next build.

    As for your other problem, in the events where you check the global variable "zoom", whichever condition evaluates as true is always evaluating true, so the zoom action will keep restarting itself. If you put a "Trigger once" condition at the bottom of each of these events it works.

    Hope that helps.

  • I messed around with the idea of split-screen in the beginning, but I never made a whole lot of headway because I couldn't figure out how to work with the renderer. If I can figure that out, I'll take another shot at split-screen.

  • Aphex - Would you mind posting a CAP with what your trying to do? I'm not quite sure what your getting at.

    Mulkaccino - Thanks! Glad the download worked for you. The only way to do averages is the way you're currently doing it.

    Porlo - That is similar, but it might create variations from an actual average that could keep things from working correctly.

  • Mulkaccino - I sent you a reply with a link to the plugin uploaded elsewhere. Hope it works for you.

    - Glad it's working now.

    cow_trix - Two things about your CAP:

    1. You need to enable unbounded scrolling in the layer properties, otherwise the screen can't rotate beyond the bounds of the layout.

    2. Instead of setting the layer angle to "Sprite.Angle", you should set it to "360 - Sprite.Angle".

    Link to fixed CAP

    Hope that helps.

  • New version to hopefully alleviate some problems!

    Advanced Camera Plugin - v0.81b

    Download Now(with example) - 149KB

    Additions/Fixes/Changes

    ADDITION - Two debug actions: Delete All Cameras and Force Grid Area. These actions can be found under the "Z-DEBUG" section.

    The "Delete All Cameras" function does exactly as it says -- it deletes all cameras. The only place this is useful is if all of the old cameras aren't being deleted when the game is reset. If you find that your cameras are no longer working and the number of cameras goes up everytime you restart the game or go to a new level, use this action before switching. Or -- this is the better thing to do -- you can create a new AdvancedCamera object and switch all of the actions involving the original camera to the new camera object.

    NOTE: This bug seems to be due to faulty CAP files rather than the plugin.

    The second function, "Force Grid Area", is a temporary workaround for a bug in the grid scrolling system. If you "teleport" the grid object to another part of the layout -- for example, using "Set position", it is recommended that you use this action immediately after. Again, this is just a temporary workaround -- I'm working on actually fixing the bug -- but if you "teleport" the grid object somewhere and the camera stops working, you should use this action.