Mr Wolf's Forum Posts

  • I'm all for it. Construct needs more plugins. Then I think we should have an achievement plugin. I should start a thread for that too.

  • These forums feel relatively quiet. Here's what I'm getting from this:

    Once every month or two.

    People can (read: should IMO) use free for use (noncommercial or commercial use I suppose) art off the internet.

  • Adding to the above, it is very likely that you'd want to change some graphics after working on your game a while. It is best not to have someone put in a lot of time on graphics only to have change them. Also, people are very skeptical about "team" projects, which is why you'd want to have a lot of work done to prove you are serious about the project.

  • I agree, PixelRebirth. Hopefully that example will help him realize these things are simple...

    Cristi, from speaking with you in chat and seeing your forum posts, you seem to think everything needs to be super complicated. I'd suggest you go check out the Ghost Shooter tutorial before you try to port your whole game from VB and just get confused with needless complexity. You'll save yourself a LOT of trouble if you learn how Construct works before trying to do your port.

  • On creation of a sprite give its private variable an unique ID, I personally use the spawn object UID for that.

    Then do this:

    For each object <your sprite>

    __If sprite private variable is equal <UID you need> -> Do stuff to sprite

    [generally what Mr Wolf wrote]

    I don't really think they'd need to use UID. How would they know which UID they'd need anyway? I don't see how this helps picking... Also, if they are just setting the object's Private Variable to the object's UID, then that is redundant. The object's UID already stores the UID...

    Now if they were pairing two objects created in the same event, they could set each one's PV to be the other one's UID (or just do that for one of them depending on what you're doing) and that would work for certain things, but in this case, no.

  • I still don't see the point to this. I need a better explanation or an example.

    > Id say it would be useful for when you only want one collision mask.

    >

    What do you mean by only want one? Why would you only want one? When is there two ?

    I think he meant "want a collision mask."

  • I'm using gridscrolling. Is there a way to have the camera start in one "room" before the player gets there, then continue gridscrolling with him when he goes through it? The player starts in of the rooms, gets moved offscreen (all of start of layout), then enters very quickly (launched actually) back on screen. It always wants to show the first room he goes through in less than a second, but it works right if his initial start is in that room before he gets moved... It is all being very confusing and looks buggy...

    Also, Debug doesn't work when ACP is used under certain conditions (no idea what they are). I think something might've gone wrong since every 5 minutes it seems like there's something else being weird about it.

  • Cristi, you should insert a "Compare Private Variable" condition into your event. If PV (Private Variable = X (X being the value you want it to pick for).

    Falcon, I haven't looked at your .cap but it sounds like you should try flipping the collision condition. Instead of Player collision with Box, put Box collision with Player.

  • >

    > > How do we know the "crippled version" isn't the only version?

    > >

    >

    > Well if you see the Crippled version obviously there is a real version.

    >

    > Mr Wolf: FYI A Crippled version is a full working version that has 1 part disabled. For example. A word processor without a save or a print function. So you can make a full test but missing a key component.

    >

    That. Unless you mean 'how do I know you'll actually send me the full version' in which case you'll just have to trust that I'm not a wanker.

    I know what a crippled version is and yeah, I was just checking.

  • Thanks for trying though. I kept the regular blur but I'm using the particles a little differently so they use a LOT less particles and don't have a huge X randomizer (apparently X randomizer is really slow). Have to sacrifice somewhere right? The new way of doing the particles looks even better actually

    I just hope I don't end up in a situation where there's no alternative whatsoever...

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • For some reason, when I turn up the X randomizer on my two particle objects, the framerate goes down. It is the same number of particles, why would this happen? Each particle object is supposed to have about 1020 X randomizer, but when I turn one (or both) down to 200, it goes back to full speed...

    This doesn't make much sense to me, but as I don't want to have to scrap the effect of the particles, I really wany to know why it is doing this.

    Thanks for your time.

  • Actually, when I put that effect on my two particles instances of one kind, it also makes an entirely seperate particles object (using the regular blurs) look super blury, lol. Anyway, the lower points does kind of look bad on my tiny particles, but thanks anyway.

    Also, I've noticed that particles can become MUCH slower when you turn up the X offset. This does not make sense to me. It is the same number of particles... I'm gonna make a Help topic for it to see if it is a bug.

  • How do we know the "crippled version" isn't the only version?

  • Looks pretty cool so far. The death/level exit at the end is kind of strange though...lol.

  • That sounds useful 6Fix. Where exactly in the .fx file can I change the number of points?