linkman2004's Forum Posts

  • I agree with everything this man says, especially the stuff relating to groups and the copy/paste system.

  • Put each object in two families. Example: if blue('value') is greater than red('value'). I've found that this works quite well if you need to compare values between and check for collisions with an object in the same family.

  • I don't think so, but I could be wrong.

  • This was a bug specifically in the Directsound object. In my own testing, XAudio2 can play the first resource fine.

    Maybe I accidentally added a bad sound file orginally, then. I know I have quite a few of those.

  • well cool we are one step further, it loads the plugins but after I try using the play music from resouce and auto play resource, nothing happens. but I do get the temp.exe crash like linkman when I close out the preview

    I can hear little static clicks like my computer is trying to emit sounds but nothing otherwise

    Are you trying to play the first resource? I've noticed that the first listed resource will never play, and you have to add the resources you actually want to play after that one. Maybe that's the problem.

  • Whee! It works now. Only thing is that temp.exe crashes upon closing it, otherwise it seems to work fine.

  • I can have about 100-150 ships before it slows down to 30FPS

    crap computer with 60mhz laptop screen so yeah

    I wish I had a monitor that could display 60 million FPS.

  • I'm getting the loading error on both XP SP3 and Vista.

  • Checking the tick count won't work. The reason for that is because every time 100 ticks elapse, all existing bombs will be destroyed at that time. Instead of checking the tick count, set a life variable on the bombs to 200. If the value of the variable is over 0, subtract 100 * TimeDelta from the variable. Then, when the life value is equal/less than 0, destroy the bomb. Here's an example: Time Bombs

    Hope this helps.

  • Even if you give the canvas a physics behavior, I'm not sure what good it would do. If your canvas is constantly changing, there's no way to update the physics collision mask to apply to that.

  • For one, the custom mask is already very frustrating to use, not the least of the reasons being that I can't edit it afterwards and there doesn't seem to be a zoom for any precision. For two, if an object happens to have a quarter circle in it or something along those lines, what do I do about that? Actual games apparently don't have any difficulty doing these things, so why should construct?

    If you want more precision while placing the points, hold down the control button and use the scroll wheel to zoom into the layout. That will allow you to place them more precisely.

  • 64bit Windows... lulz

    Let's emulate 32bit software and run slower than 32bit Windows... yay!

    At a random guess, I'd blame that.

    ~Sol

    I don't think that's the problem. AsparagusTreavor mentioned a while back in this thread that he uses 64-bit Vista, but he hasn't mentioned any problems with it.

  • One of the most recent version took out the area that showed what was on the selected layer(I don't know why), so there's no way to get it back.

  • Thanks for the comments. I was more shooting for the effect of an actual flamethrower; that is, a burning stream of liquid, unlike the flamethrowers most people think of, which is basically a big fire coming out of a hose.

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  • I think that, on the layer with the ground, there are sprites with the erase effect that will erase what's on that layer, and then there's a sky background on the layer underneath that. I can't remember if it's done exactly like that, but it's similar.

    EDIT: I whipped up an example demonstrating this effect real quick: Erase Example

    Hope this helps.