Minor's Forum Posts

  • Thanks for the cap Citnarf I'm going to go through it later and pinch some ideas

    I've always wanted to make a proper Roguelike but the map generation has always held me back.

  • Interesting Citnarf.

    I have played with random generation in the past. I have a folder full of method and ideas. Unforunately my lack of any Maths skills have held me back when trying to port algorithms I have found on the internet.

    My only real success has been a random island generator that used Cellular Automata to produce islands and a basic height map.

    Looking forward to seeing the cap and see if is similar to anything I have tried.

  • Hey thanks alot, I think I got it now!

    Only thing I don't understand in your .cap is: Global Value "File". What is it for and what does it do in the .cap?

    Thanks alot for the help!

    Regards,

    Mr. Snooley

    Glad it helped.

    The global variable was simply for checking that I was getting the correct file path and that it changed accordingly. Sort of a debug thing. If it didn't change to the correct file path or didn't change at all I'd know there was an error somewhere in the events.

  • yeah sure send me the cap

  • Hi feeblethemighty is this what you are after?

    http://dl.dropbox.com/u/1646976/Lineofsight.cap

    Made using the latest unstable build.

  • Here's an example don't know if it's quite what you want though.

    http://dl.dropbox.com/u/1646976/Changable%20INI.zip

    Hope it helps

  • Yeah I eventualy worked out the controls.

    I'll send you the file over later. Just going to go over it and remove any un-needed events. It might not be of use to you but it could be an interesting addition to the game

  • Look great xxKitheifxx. I love low-fi chunky pixels

    But you forgot to tell us the controls for the game. I worked out WASD to move and jump but couldn't work out how to pick up my helmet and chainsaw. And I want my CHAINSAW!!

    Also got something on my HDD that might interest you I'll PM you later with it

  • OK so I've just finished the SpriteFont How-to/Tutorial. This is just how I use and setup SpriteFont in my projects, I have never really come across any major bugs when using it in my games, but maybe I wasn't pushing it that hard.

    The How To includes:

      Setting up SpriteFont via a family Writing text Showing text Multiple SpriteFonts Multiple Layouts Resizing Spritefont Editbox Showing text according to Gloabal Variable Cursor following text Changing alignment

    It's 2 in the morning here so I've tried to double check there are no mistakes but I might have missed something along the way - so just let me know To view the How To I suggest first running the cap and then exploring the different layouts.

    http://dl.dropbox.com/u/1646976/spritefonttutorial.cap

    You'll need the latest unstable build and Lucid's SpriteFont plugin for it to work

    Unstable Build

    SpriteFont Plugin

    Questions, comments, suggestions and offers of marriage welcome.

  • Give the Block the "Platform" Behavior. That'll give it automatic gravity too.

    Now, for the movement, Use the "Set X Component of Movement" in the Platformer actions to make it move as your character is pushing ("Move Left/Right" Control is Down + Overlapping at Offset (0,1)) the block. Use an "Else" to set the movement back to 0 when you're not pushing it.

    Hope this helps.

    Here is a example using Xeno's method.

    http://dl.dropbox.com/u/1646976/pushing2.cap

    The thing is you can't give something platform behaviour without setting it's controls. So if you give the box platform behaviour and set it to player 2 controls that aren't set in the application properties the box will go mad and fly all over the place. So give it player 1 controls and set it to always ignore input.

  • Here's a quick pushing example using the physics behaviour.

    http://dl.dropbox.com/u/1646976/pushing.cap

    I did make a custom movement version but it goes mental when a block lands on another block. I also got random lockups of the preview too. If you a need an example using custom movement I can have another experiment with it.

  • I never use an .ico file I use a .png or .bmp and haven't had any problems with my games icon.

  • help us out minor

    I'll try

    Like I said before maybe it's just me trying nothing spectacular with SpriteFont and thats why I have no problems with it

  • Most of caps do well, but yes the ones from You gets weird errors. Do You use the svn version of construct? What plugins do You have? Or maybe its language issue?

    Just the normal latest unstable version Ashley posted on the forum.

    Both caps only use the plugins or effects that come with Construct. I have others installed but didn't use them on the caps, so it shouldn't be a problem for someone who hasn't installed them.

    Strange

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  • Unfortunately all my work got lost today So now im making everything from the begining.

    It's weird but i cant open .cap You posted, gives me an error about "expecting Clayer"

    Thats the 2nd of my caps that has happened too you isn't it? Didn't the crappy ragdoll do that?

    Don't know what could be causing it