linkman2004's Forum Posts

  • Fixed in next build.

    Awesome, I had this problem, too.

  • You could do this using the function object using the "Call Function After Delay" action. Then you use the "On Function" condition and restart the layout there.

  • First off, welcome to the forums. Now to answer your questions.

    1. You can manipulate pretty much all behavior parameters at runtime, and that includes the two you mentioned.

    2. There's no condition like that, but here's how you could do it: every enemy has a value called "spawned". For the sake of the example, this should have a default value of 1 so it's that value when the object is created. Now check if a ghost has a "spawn" value of 1. If it does, then you can set the angle, position, whatever. Then simply set the spawn value to 0 so the event won't trigger for that enemy anymore.

    3. It is rather simple to do with events. At the start of the layout, have the width of the background set to LayoutWidth and the height set to LayoutHeight. For this to fill the whole area the background needs to be flush with the top left corner of the layout.

    4. Do you just mean zooming in? Or where the layout is seen but with borders around it? If you're just talking about zoom, it's a simple as going to the event editor and setting the zoom through the System/Set Zoom action. Or you have it zoomed in out on startup using the layer properties.

    5. Split screen games aren't currently supported, unfortunately, and as far as I know there's no way to do what you want with multiple views. I think the devs have plans to implement them at some point, although it might not be until after 1.0.

    6. I think that's the way it's intended, actually. I don't really know if there's a way around that.

    Anyways, I hope that answers all of your questions well enough, and I hope it helps

  • I look at it this way: If you don't have Winrar, get it. Otherwise you'll be missing out on a lot of stuff because a lot of people use it.

    I'd actually suggest 7Zip. It's completely free so it won't annoy you about buying the program or anything.

  • I'd be 'effected' but what would happen? I assume the events would just be gone? I really don't care, but technically something will happen!

    Your CAP wouldn't load, actually. You'd want to port all of the DirectSound stuff to XAudio before DS is removed.

    Anyways, I don't have any objections to it's removal. Although you could always put a check box in the add plugin dialog to show/hide legacy objects and just keep the object itself.

  • rar is not useless,many downloads come with rar.. Also, who are these people you talk about, maybe you just don't have winrar..

    It's just easier to use ZIP files because Windows can open and extract those by default, so everybody already has the ability to extract them. Not the case with RARs.

  • Happy New Year, everybody! I just want to finish the two games I'm currently working on. That and get my first job.

  • Somehow my CAP is somewhat buggered up. Before I explain the problem, I will mention that I was going to submit this to the tracker, but the bug is limited to this one CAP file. Anyways, on with the problem.

    In the CAP(linked at the bottom), whenever I click on the "Add" button in the bone behavior editor, as soon as the mouse passes into the main editing frame, Construct crashes. I created a new file and tested to see if it was the same, but it worked just fine.

    Bone Behavior Bug CAP

    Any idea what's wrong with it?

  • And I'm back. I whipped up a quick little example showing basically how the drawing system would work using physics objects as the lines. Left mouse button creates lines and the right button will drop a ball:

    Line Rider Example

    I don't know exactly how you would go about making it more like the real deal. You might have to end up making your own engine instead of the physics behavior, but this should get you on the right track. Hope it helps.

  • I think I've thought of a way to do this using the physics behavior. I'll see what I can whip up here real quick.

  • Whoah, that's a lot of bug fixes! Glad to see that the bone behaviors "Animation is Playing" condition has been fixed. I'll download it later and see if I come across any new bugs.

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  • Change "On Collision With" to "Is Overlapping". The reason for the misses is that the collision event only registers once until the colliding object is out. Unfortunately, this means if one bullet is still overlapping the target when another collides, it won't register the other bullet's collision because they're both the same object.

    Hope I explained that well enough, and I hope I'm right about the "On Collision" event.

  • Why exactly would you want this? By just using the bone animation system by itself, you can not only get smoother animations, but you also get smaller file sizes.

  • I'm just wondering; if the set animation speed option for the bone behavior isn't implemented yet(as it told me), why is it shown in the actions list? Also, when do you plan to have this in?

  • I got N+ for the DS and a Wii Points card, and my eldest brother gave me a Rock Lee plushy and his old SNES with Yoshi's island and Kirby SuperStar. The SNES really reminded me of Christmas morning 12 years ago when me and my brothers received one.