linkman2004's Forum Posts

  • While you wait for this to be fixed, there's a way to simplify the events by using a different expression:

    +On Overlap between Player and Family[Behavior].VectorX

    -Family[Behavior].VectorX = Family[Behavior].VectorX + ( Cos(Player.Angle) * 100 )

    Haven't had a chance to test it, but I've done something similar before, and it should work.

  • Blah, sorry. That should actually be less than 100, not 0. Also, to fade in within half a second, change the code to this:

    +If Object Opacity is Less than 100

    -Set Object Opacity to Object.Opacity + 200 * TimeDelta

  • 3)no matter how hard i try,i can't make OnScreen objects stay On Screen (like health bar,and stuff that i want to stay on screen while moving around. Hope you'll be able to help.

    This right here is a use for layers. Create a new layer above the main one, place all of the objects you want to stay on the screen on to that layer(just drag them from the layout to the layer; it will keep them in the same spot, just move them to that layer), then set the "Scroll X Rate" and "Scroll Y Rate" values under the layer properties to 0. That will keep all of the objects you want in the same spot.

  • what about Gmax?

    Is it still out there somewhere for download?

    Yup, just have to get right here through TurboSquid. I honestly can't stand the program, though. Too many problems came from that tool while I was trying to mod Jedi Academy.

  • Under the System object there is an action to save/load save files called "Save/Load to disk". This basically takes a snapshot of the whole game, so everything is saved. I think the only way to alter them is using a HEX editor.

  • Instead of using the fade behavior, you could just do this:

    +If Object Opacity is Less than 0

    -Set Object Opacity to Object.Opacity + 100 * TimeDelta

    You can change the 100 to anything you want, but that will make it fade in in exactly a second.

  • Wait a minute, I remember this kind of thing happening with someone else not to long ago. I'm pretty sure it has to do with VSYNC, particularly when the framerate drops below the refresh rate of your monitor. The framerate will half itself then.

    Here's the topic where Ashley explains it.

  • It maintains a consistent 75 FPS for me.

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  • Nice update. Good batch of bug fixes, and it's interesting to see how much VRAM my game is using. I did discover a couple of bugs, though, which are here, and here.

  • So how about creating the map with a level editor and saving as one large png to bring into Construct. (As compared to having half a dozen small png tiles and building the level in Construct.) Is there any difference in Render time?

    Large images take up more VRAM, so I imagine that using separate tiles would render faster.

  • Why does it suck? I find it better than ever

    They screwed up all of the selection tools. I prefer being able to instantly drag and move the contents of my selection rather than having to finalize the selection and then hold control-alt.

  • I use GIMP and InkScape for graphics, and of course I use Construct for making games.

  • Well, it's kind of pointless now since I managed to figure out a way around it, but here's where it would be helpful: Say you have a bunch of different objects in a family, and you want all of them to spawn with one common object which is then attached to it. So essentially, it could just be made to where each family object would spawn with this object, but the object, when spawned by itself, wouldn't spawn with any family objects.

    Again, I already figured a way around it, but it could still be helpful in some circumstances.

  • I'm currently having a dilemma where family containers would simplify things greatly. For example, in the family properties dialog, you could add objects to a family's container, and then the objects inside the container would spawn with the family objects, and of course be picked with them as well. Any chance we could get this?