madster's Forum Posts

  • Added a global variable and set it to 0 just before, then set it to 1 if the condition was true, then instead of else, I check the variable.

    Which is sort of what I expected Else to do. Can't it be done in such a fashion within Construct?

    I mean, it was misfiring AND forgetting picking from a PARENT event.... I've never been able to use it, as whenever I need it, it just bugs out.

    Anyway, FIXED, sorta.

  • As with Vista, software that writes stuff on it's program folder will have to run with elevated priviledges.

    Devs were told to not do that since XP came out though so... yeah.

  • ...or in the event you set the angle, add two subevents (system compare, else):

    (system compare) AngleDiff(0,mob.angle) less or equal than 90

    +change animation to "right"

    else

    +change animation to "left"

    Edit: forgot to type what to compare to :s

  • holy, X RAY DOG are great!

    what's their license like? do they license? :O

    Edit: Just saw their film credits. Sigh, they're probably really expensive. What a horrible website, too.

  • What I have in the .cap I posted is something like this

    event OnDrop A

    +condition

    • action 1

    +else

    • action 2

    What's happening is that action 2 happens OnDrop EVEN IF CONDITION IS TRUE. Which doesn't make any sense.

    I do have a subevent between them. Urgh. I'll try reversing the condition, as the "else" doesn't have any subevents.

    Edit: Can't really reverse the condition, as it involves picking =( Please look at the posted .cap!

    Edit2: Tried using function object to avoid having a subevent between condition and else and it does exactly the same =(

  • So.... hue shader applied to the background, using the foreground as a mask, yes?

    Keep in mind this will yield incorrect results when the background has composite transparency. I don't know if there is any way to use two foreground textures in a single effect, so I'd go with foreground/background only. You'd need two sprites: the image and the mask for the effect. It would change only one hue at a time.

  • could you post the two-pass version that works for older cards? I don't remember why but this one pass version didn't work on some hardware.

  • Can sprite's load frame from file go beyond the original frames? I want to add frames arbitrarily into a single sprite from a description, for level-loading purposes.

    As I see it, you can only load into the sprite's current frame, that would mean it cannot be done this way. I didn't understand image list and manipulator, would those be useful for this?

  • Hi!

    So yeah, I have this puzzle thing where you place irregular pieces and they snap to their destination. It's all good there.

    When a piece doesn't snap in place, I want it to snap back to it's source position. I am using "Dragdrop" behavior, so I had an "On Drop" event that checks if placement is proper.

    I placed an "Else" event after it, but one can't use "Else" after events in Construct. So I just put everything inside a sub-event of the "On Drop" event that picks the proper puzzle piece. Now I can use "Else" against the other conditions (distance to proper destination, etc).

    Turns out that when that "Else" event fires, it doesn't remember the piece picked with the "On Drop" event, and after it has fired once it will also fire every time, even if the conditions do not match.

    O.o what gives? I already went around "Else" in another game, is it completely broken now?

    http://www.udec.cl/~jfuente_alba/regiontest.cap

  • Looks epic!

    Good work with the world scale, feels big and heavy. Great music, too, where is that from?

  • V.0.99.5 isn't stable? So why is 0.99.6 released?

    Every release is a beta until 1.0.

    Stable beta releases are only different from unstable releases in that they do not crash often.

    New releases fix previous bugs but sometimes there are new ones. Such is the nature of software development.

    Also 1.0 doesn't mean totally bug free, it means it's bug free enough.

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  • mash keyboard to make cat dance, the cat that dances the most in a set time wins?

  • Egad making a tileable texture using loops is going to be a nightmare!

    what do you mean?

    if you want to infinitely scroll a tileable texture using uv, I've done that and it wasn't hard at all.

  • Try creating a .cap from scratch doing only the stuff that's causing you trouble.

    You'll either figure out what was wrong or you'll arrive at an excellent example of a bug which you can then submit.

    Otherwise, the bug will just remain there.

  • you can't change much about a physics object on runtime.... you can't also resize it :s