MrMiller's Forum Posts

  • ^ Yeah, I figured that was it. I just wanted to make sure I wasn't misunderstanding. I guess at this point if one were to use that trick cleverly enough they could pull off a simple 3D game with a decent amount of depth.

  • So would this also lead to the possibility of being able to have online play between two computers that are in say, different cities, both connected to the internet?

  • No, i dont think it is possible?

    I did it with 2 seperate 3D objects that differ slightly.

    Check out this example by Kastas :

    http://www.scirra.com/forum/viewtopic.php?f=3&t=9868#p75638

    Hey Chris, please forgive me if this is completely ridiculous:

    But say you had several 3D objects of a single character in your layout all at the same X and Y coordinates, and based on a sequence of button or key press events combined with events that made each object switch between visible and invisible, couldn't you in theory animate a 3D character this way in Construct?

  • Is expanded forum width in the plans? The picture cut-offs look bizarre.

    P.S. Cool logo.

  • ^ Maybe I'm in the minority, but I've gotten into the habit of keeping all of the older versions of Construct on my hard drive. It makes it easier to see old examples without worrying about trying to figure out some kind of tweak to make them work, or having to deal with incompatibility altogether.

  • Wolod

    I've had situations too where I put in an event and it didn't work, then I erased it and put it back in the exact same way and it suddenly worked.

  • Sweet. Thanks Jayjay!

  • I've been meaning to get around to using Python. I hate to take this slightly off-topic, but if you use Python in one of your games, does the user have to have Python installed on his computer in order to play your .exe game?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Thanks, Lucid. So I guess that means there aren't many bugs out there for 1.2. I'm not surprised, you guys have been doing a great job.

    I suppose the only thing I need to do is decide to either start my new project in 1.2 or wait for 1.3. Just my luck though, I'd probably start in 1.2 today and then 1.3 would wind up coming out tomorrow, lol.

  • This might be a dumb question, but besides the things mentioned in the thread, have all the known bugs in 1.2 been documented? I'd like to know all of the ones that are known because I'm planning to do a small project in 1.2, but would hate to start only to see a newer more improved version come out soon after.

  • Regarding the settings for the animations, the following 2 settings seem to control the speed:

    <img src="http://dl.dropbox.com/u/22173473/faster.png">

    (The second value set lower makes the animation faster)

    Thanks Chris. I see what I was doing wrong. I wasn't pulling down the proper animation. I was trying to speed up a stop animation, lol.

  • Thanks, Noga. Good info there. It seems like something no one really uses in Construct because like you mentioned most Construct games aren't graphics monsters. I was hoping to get some kind of speed advantage because I am working on some projects that do require some heavy graphic content.

    To allude to something I talked about earlier, I have used the load/unload texture function in another project last year, but I could never determine if it was making a difference. Perhaps I need to set up some kind of speed test.

  • Thanks Tulamide, that's some good information on how Construct handles the milliseconds. Although it being off by like a thousandth wouldn't make a noticeable difference for the type of project I was working on, I'm sort of a perfectionist so now that you mention that I'm definitely going to incorporate it. It's one of those things that would bug me not to have exact down to the decimal even if the user couldn't tell. I think they call my condition OCD, lol

  • I've used the Load/unload layout textures action before, but I've never been able to determine if using this really made any difference in the speed at which layouts load.

    For example, I'd do this:

    Layout 1 would be a loading screen that runs for 15 seconds, with it set to load the textures of layout 2.

    I have two questions:

    1. Does anyone do this? And if so, have you gotten any noticeable results from it?

    2. If I input an action in layout 1 to load a the texture in layout 2, should I be setting the texture of layout 2 to unload once layout 2 ends? Or is the unloading just an automatic thing that happens when a layout ends?

  • ^^^Yep, that makes perfect sense, I understand. Last year I didn't get it yet though. The bad code I had last year was this:

    <img src="http://farm4.static.flickr.com/3553/5814162638_5f7c9897c5_z.jpg">

    ^^^When I input the code last year I didn't realize that by using add to value and not adding any other conditions into the mix, I'd be adding the number constantly rather than just one time and then stop. So when I went into the next layout the clock would read out a number like :-0 or disappear because the numbers didn't jive right. I guess at the time I thought because it says "add to value" it would just add a number to it once based on the event and stop until the event repeats itself or another event is connected to it in some way. I of course was wrong and didn't understand a way around it, but that was last year.

    My new code this year which works perfectly is:

    <img src="http://farm4.static.flickr.com/3345/5813596579_9c2fefcae8.jpg">

    On this one, I have the Global Variable in Line 6 set to "Greater than 45" because in a corresponding layout the value is set to be greater than 45, so when the game jumps back to the layout of the code I posted, the timer will reset back to :45 exactly the way I want it.