linkman2004's Forum Posts

  • When you right click on a frame in the animation editor and select "Flip frame horizontall/vertically", I think it should flip the hotspot and image points along with the image. As it is now, it only flips the image, which there's already a button for in the image editor.

  • I really don't think there's a need to make custom platform movements anymore. But, if you do want to make your own, there's a fairly simple way to solve the issue where you get stuck a few pixels below the ground. Something like:

    +While
    +Object overlaps ground
        -Set Object Y to Object Y - 1
    [/code:19dbdkoc]
    The while in the event will push the object up 1 pixel until said object is no longer overlapping with the ground.
  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • You can use Python to do online play.

    Speaking of online play, what happened to that plugin you were working on?

  • A PHP based system is never going to achieve the responsiveness required for most web games. The only thing you could make work well would be a turn-based-strategy game.

  • I assume you're talking about Python, in which case you could just google "Python tutorials" to learn the basics of Python in general.

    To access Construct objects, the syntax is:

    ObjectName.DesiredValue[/code:2iynzz3o]
    For example:
    
    [code:2iynzz3o]Sprite.X = 10[/code:2iynzz3o]
    This would set the X position of Sprite to 10.  You can also set other values, such as the Y position and angle, like this.
  • 1. Not at the moment.

    2. Yes, using the File object's "Execute file" action.

  • The timer event will only run for one frame when it goes off, so you'd have to release Z at the exact moment the timer went off for this to work properly.

  • It's under the application properties, labeled as "Load textures". You can also override the application settings through the layout properties for individual layouts.

  • Still, I think it would be cool to fix that "Cut command working as Copy" bug I reported a while ago: It's too noticeable, I showed Construct to some friends at work at most of them found that extremely annoying.

    How is it behaving like copy? It seems to be working properly for me.

  • This really wouldn't be possible without 3D geometry and there's no effective - or efficient - way to simulate it.

  • There's an "Edit grid" button next to the toggle grid button. This brings up a little window where you can change the distance between grid points.

  • I think it would be sweet to have the ability to change the physics collision mask at runtime. For example, there could be an action to add a point. Using that, you could add all of the points for the shape, then there could be another action to convert the just added points into the custom shape.

    Or perhaps it could be done differently, but this could be really useful, especially when it comes to externally loaded images for the purpose of customization/expandability.

  • Any more information on how the Serialize() function works? For example, how do I set it up in the struct. Something like this?

    struct c_T
    {
        float a;
        float b;
        float c;
    
        void Serialize(bin& ar);
    };
    [/code:yuo7j083]
    Or is it different?
    
    Also, how do I use the function in the actual serialization file?  It takes an argument, but I don't know what said argument should be.
  • Well, I attempted something like that, but I really don't know how it would work. What's really complicating this is the fact that it's a vector that contains different instances of a struct I created. It's something like this:

    struct c_T
    {
        crapload of variables...
    };
    
    vector<c_T> cV;
    [/code:q8e6qass]
    Whenever I need another instance of this struct, I increase the size of the vector, so I'm not really adding an object to it.  Is there some way to serialize everything inside the struct and then put it all back in again?
  • I have a vector and I don't know how to set it up for runtime serialization. I need this so that quicksave and quickload can be used without emptying the vector in the process. Any way to do this?