linkman2004's Forum Posts

  • Are you planning on adding different bone lengths at any point? It's annoying to zoom out while editing an animation but the bones stay the same size. Either way, this is really awesome and I'm currently replacing all of my canned animations with bones.

  • I just found a bug. You can't get expressions from the platform behavior anymore. Whenever I try this:

    guy[Platform].VectorX

    It claims that the object doesn't have a platform behavior. It will still get the values if you have CAPs with said expressions already in, but you can't add them anymore.

    EDIT: Okay, you can't get expressions from any of the behaviors. Any chance of a hot-fix?

  • Whoo! Sounds awesome. Downloading right now.

    Thanks for all of this, developers. Merry Christmas!

  • That's a slick little idea. I'll see what I can do.

  • Thanks for the comments guys. Glad you think it's coming along well.

    Anyways, I fixed the teleporting outside of the layout problem, so there are no worries about that now. Also, about the activation for the replacement technique, do you think it would be better if I used shorter button combos? I plan on adding more of these more advanced powers(already added another one, actually), and I don't really want to use more than four buttons.

    And that's a good idea about the dummy object, deadeye. Thanks for the suggestion.

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  • The file object isn't for reading the data inside of files. What kind of files do you want to read the data from?

  • It's a day late, but I've got a new build for everybody here, and this one features some nice new features and a graphics overhaul. I got rid of the stick figures because I didn't want it to just look like a rip-off of N(which it's quickly becoming not). Anyways, all of the controls are explained in the game through hints scattered through the small level I pulled together:

    Ninja Game Alpha 3

    Let me know what you all think.

  • I just tested it out and the file doesn't crash for me anymore.

  • I just tested it on my XP laptop and it crashes here as well, so it's obviously not a Vista problem.

  • You need to move the "Is on screen" condition below the collision condition, otherwise it picks all of the enemies on the screen. This is because conditions are read from the top down.

  • Do you mean you want all members of the family to have their variables changed at the same time? In that case do this:

    +For Each (Family Name):

    -Set Family('value') to 10

    I hope that's what you're looking for.

  • I think the "Folder Dialog: OK" is broken. Just do this:

    +On Button Clicked

    -CommonDialog: Show folder selector

    -Set edit box to CommonDialog.Folder

    The Common Dialog object pauses everything while something is up, so just put the set edit box action right after the show folder selector in the same event. Hope that helps.

  • Thanks guys. I'll try and get a new build up tonight for everybody to see it.

  • and my two cents: i had an app which would download an array through the http object to a text object. the array was like:

    and after setting the text to a http.response run a loop 4000 times, creating 4000 objects with private variables from the tokenized string (the "1","test","100" and "200" these private variables). This loop lasted about 10 seconds, hanging the game and this was not the http's fault. I'm pretty sure it was the loop's speed.

    Creating the objects would probably be what was hanging it up there. You can create a program to do 10,000 loops upon a key press, but you'll never notice that it did anything.

  • Thanks, deadeye. Unfortunately it's not completely custom. I've never been able to get slopes to work right, so I just modify the built-in behavior to do what I want.

    I improved two of the problems that you mentioned. I wasn't using the Ninja sprite for the platform object, and since per-pixel collisions wouldn't work, I went with bounding box. This led to the collision box being to big because there's a bit of blank space above the Ninja I'm too lazy to take out.

    I also fixed up the wall-jumping. First off, you have to be holding in the direction of the wall to grab on. Also, you have to be holding a direction key to jump off, this allows you to let go by the hitting the jump key without hitting any other buttons.

    I haven't worked on the teleporting problem, but I'll fix that soon.

    Anyways, here's the improved version. The jump key is now "S": Ninja Game Build 2