linkman2004's Forum Posts

  • I'm saying for the standard squished diamond isometric shape, which does require a half-height grid to snap properly. Here's a CAP showing what I'm talking about:

    Diamond Isometric Grid

  • I don't think we need a special isometric grid. The height of the grid just needs to be half the width, and you can already change that.

  • If your refresh rate was something like 75, like my main computer, then there would be a difference between + 1 and 60 * TimeDelta. To achieve the equivalent of + 1, it just becomes (your refresh rate) * TimeDelta.

    So basically, if you want your game to have the equivalent of what + 1 is on your computer, but still run the same on everybody's computers regardless of refresh rate, you'd just use (your refresh rate) * TimeDelta

  • There shouldn't be a discrepancy between + 1 and TimeDelta * 60 if your refresh rate is 60Hz. You should probably post your CAP so someone can take a look at it.

    Anyways, here's a CAP I rigged up where there are two separate objects being moved using the two methods. There's only a slight discrepancy due to rounding errors.

    TimeDelta example

  • You can also see VRAM usage while running the game with the debugger(under the project tab). The VRAM usage is near the bottom of the list in the debugger window.

  • This can be done using a little math. I'm not so good at explaining these things, so here's a CAP file I whipped up real quick:

    RTS in Range

    The goodguys have a variable called 'range'. Changing this will change the distance at which they stop.

    Hope that helps.

  • If your saying at edittime, you can already do that. Left click on the bones root circle thingy(the big one that lets you move the bone) and press delete.

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  • Happy birthday!

    I personally suggest eating pie instead of cake.

  • How about relabeling it "Import Sprite Sheet"?

    That's not an entirely accurate label since you can also import a string of separate images there.

  • If you want to know if all objects of a certain type have been destroyed, you could always do a system compare on the object count, which is, I believe, like this: yourobject.Count

  • Right click the frames area in the animator tab and click import frames. There are some options to cut up the imported image into multiple frames.

  • Or you could have an invisible sprite with a behavior which the canvas is always positioned to.

  • Okay, I did a pretty large overhaul of my original design, so here's the revamped one:

    <img src="http://img212.imageshack.us/img212/4189/scirrarevamp.png">

    Link to image

  • Your design kind of looks like one of those "free iPod" websites, Quazi.

    Here's a design I made today. Let me know what you think of it:

    <img src="http://img25.imageshack.us/img25/3345/scirradesign.png">

    Link to Image

  • No prob', man.

    The flashing I can't seem to fix entirely, but I've found that if you uncheck the "Center view on me" attribute for the car, and instead place an always event after the rest of your events where you scroll to the car manually, only the car will flash. I don't understand why this is, but it's less distracting than the whole screen flashing.