madster's Forum Posts

  • there's a button next to the collision mask button (I think) that turns the background dark

  • I always, ALWAYS do my sprites in another program with transparency and save as PNG.

    except when I'm doing stickmen. Which is a lot, lately.

  • I just didn't realize it was already there

    I think its rather new :S not sure though, I saw it pointed out at the forum

  • sweet! I really like that panel, specially now in Win7 that you can define your own libraries and not have them cluttered by crappy installers

    Edit: please file into finished addons thread!

  • This looks very gamey and very constructable.

    _< Just a heads up.

  • yeah with magement tossed in. We have a strange job market/education system here.

    I'm able to work in IT projects at any position, from programmer to CEO.

  • How is this different from the default Common Dialog plugin?

  • Looks like you might be able to make a joystick controller via pygame.

    import pygame
    pygame.init()
    pygame.joystick.init()
    count = pygame.joystick.get_count()
    
    if count > 0:
        j = pygame.joystick.Joystick(0)
        j.init()
        num_axes = j.get_numaxes()
        num_buttons = j.get_numbuttons()
        last_axes = [j.get_axis(i) for i in xrange(num_axes)]
    Text.text = num_buttons[/code:18ersfhj]
    

    This. Is so awesome. I never thought of it before.

  • you can go around double-linked lists using an array.

    Can you link to this article? I'd like to see what they need that for.

  • yeah finding out what button/lever/dial corresponds to what index is a whole new topic.

    I had proposed a simple scheme for using zip named after the joystick (Direct Input joysticks have names, usually describing the brand and model) files containing a .ini with axis/button ids, their textual description ("left shoulder button") and an optional image filename. The image files would be contained in the zip file, and they could be used in the game's interfase.

    This means that for a new controller, any user could easily make a profile for it and have it supported in Construct games (actually I had designed this for my own unfinished engine). A default profile could be included, and maybe keyboard and mouse defaults could also be supported.

    Of course, without DirectInput controller support, it's all moot.

  • collecting coins is so satisfying.

    I wish real jobs were like that. Just chase bouncing coins, touch them and BLINK they're yours, no pockets needed.

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  • I think "Exlorer" is typoed

    It's missing a P?

  • And she just sits there like a lifeless doll...... oh wait.

  • make sure that the sprite that is spawning is not in the family of the spawned objects

  • I gave a bone editor a whirl, and found that I couldn't just load images for bones because:

    a) I need to know the number of frames ahead of time

    b) I need to know the number of different bones ahead of time.

    My solution was creating canvases and pasting a "loader" sprite on them, which had a single frame loaded from the selected file.

    It worked, no animation support but for animation editing I guess it would do. Size was all wrong and stretchy though, I have to try it with the latest build.