Mipey's Forum Posts

  • How about this?

    When using objects or families in condition that you want to alter, you have to carefully define the conditions. "Else" picks all objects that have met the condition but haven't met the subsequent condition, i.e. the skeletons that are moving into the same direction.

    Just negate the "is overlapping?" condition and it'll correctly pick the one only, thus change its angle.

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  • One is still able to select an object from the objects list, though that would select all instances of the object on current layout.

  • There is an ability to load textures from a file - or so I've noted by simply gleaming over object features. Perhaps that would help managing the VRAM?

  • Gotta keep one thing in mind, though: Construct is not quite polished and complete yet. I'm new as well and already I've sent some bug reports, not to mention that I still keep running into them.

    Perhaps if bug diagnostics was were a part of the learning process... Both the students and Construct would benefit from it.

    On that note, good luck converting the lessons! I look forward to trying them out... perhaps I'll learn something myself! (Such a freeloader that I am. )

  • Instead of using the fade behavior, you could just do this:

    +If Object Opacity is Less than 0

    -Set Object Opacity to Object.Opacity + 100 * TimeDelta

    You can change the 100 to anything you want, but that will make it fade in in exactly a second.

    That doesn't seem to work, neither do I understand how is it supposed to work. Opacity is 0-100, how can it be less than 0?

    Anyway, I've also tried the "on fade in finished" subevent, however that just causes it to loop, no matter the action.

    Edit: I've made it work now with this:

     
    +On Start of Layout
    MyObject make Invisible
    My Object set Opacity to 0
    
    +On Left Either single or double clicked on MyObject
    

    MyObject make Visible

    +On Right mouse button Either single or double clicked

    MyObject FadeOut

    ++FadeOut Finished

    MyObject make Invisible

    + MyObject Is visible

    + MyObject Opacity Less than 100

    MyObject Set opacity to MyObject.Opacity+100*TimeDelta

    [/code:25z3cgad]

    Bit clunky, but it works: on click the object is made visible, which makes it fade in. On right click I make it fade out using the Fade behavior, then after it is done, it is set to Invisible (otherwise it just loops). So, whenever the object is made visible, it fades in. I don't know, this seems a bit complicated, plus it keeps checking for the condition instead of just executing it once.

    Surely there is a more elegant solution? We'll see after I get back from visiting mom - she's down with flu.

    Thanks for the help so far!

  • It fades in no problem, the problem is that it always disappears after that no matter what I do. If I do the 'on fade in finished" subevent, it keeps fading in, which is rather annoying.

  • Hello,

    I would like my object to fade into existence, but not disappear once it is done fading. Setting the 'fadeout' and 'wait' times to zero still makes it disappear.

    This is for a dialog frame to appear by fading in (within half a second), then I can click it and make it fade away (which would be fade-out behavior, which is quite simple to implement, unlike the fade-in).

    Any ideas?

  • <img src="http://mihey81.googlepages.com/sb_title.png">

    I suppose I could tell something about my project. Originally I had planned a complex hybrid RPG/adventure system with strategy and tactical elements (commanding an unit of mercenaries, then eventually leading a mercenary guild on major scale gameplay), then I realized that I should start with small and simple steps.

    So I present "Sword and Board", a role playing adventure game with engaging story. As you can see, it is going to be relaxing on the eyes and nerves alike.

    I look forward to seeing this through.

  • Ah, makes sense. Sorry to be an ass, then.

  • Might want to update the home page too!

  • Now I remember... "Sword of Aragon", that was AWESOME. I'm trying to recreate the awesomeness in Construct.

  • I don't think the retro/indie community is that large, in fact it represents a minority. The most successful indie games all use polished graphics, not pixels; take a look at Mount&Blade, for example.

    Most retro developers go for pixels because of ease and familiarity, I guess, while most players nowadays - including myself - would prefer the polished graphics were we given a choice. Then again that depends on the quality of game itself.

    Most developers and would-be-developers I meet aren't exactly skilled with graphics, they can barely draw a stick figure, let alone a cute and smooth sprite with rich animations. Good artists always are in short supply.

    Why retro? Perhaps because the games back had high gameplay value. Games nowadays are 90% graphics and bloat and 10% gameplay, and the last number keeps shrinking.

  • Also in the pic editor, wheres the "flow" tool?

    Select a brush, line or even eraser, the flow is there, which sets the transparency. Eraser is awesome with Flow! Makes stuff semi-transparent Rectangle, circle and stuff have Alpha1 and Alpha2 stuff.

  • I was googling for free game development and eventually I hit upon Construct.

  • I learned a lesson, too!