MrMiller's Forum Posts

  • Chris is an example making machine! This is another great one.

    I'm curious though, is there a way to remove the floating slow-motion sort of look and movement of the body and limbs, and also make the limbs move faster when you walk, throw a punch, etc.? I've changed some value in the settings but it doesn't seem to have any effect on anything.

  • ^^ That's a bit different from what I was trying to do, but you are 100% correct about the point of having it set correctly.

    When I brought up my issue from last year, I was looking at it from the perspective of what I'd done last year when I was still learning how to manipulate the timers. I hadn't touched it since then, but my skill with this program has increased since that time, so I just went in and gave it another crack and I figured out what I was doing wrong last year. Turns out, it all came down to me using "add to value" instead of "set value". Using set value works for this, while "add to value" seems to keep adding to the value every tick or something to that effect, and that's what was breaking the clock and returning these glitchy values.

    This make me wonder: why does "add to value" add to the value constantly rather than just adding to the value you've set once and then stop adding? Was it created this way intentionally, or is it a glitch?

  • If I'm not mistaken, the Dreamcast was the first videogame console to have a screen unit controller. It--and the Dreamcast in general--was ahead of its time and what made it even more incredible was that the screen unit (the VMU) was compact and could be taken out of the controller to play games on the go. I used to enjoy raising my Chao's in Sonic Adventure when I was on the go.

  • I haven't made a time clock since .62, but I'm wondering how well the global variables for time hold between layouts now? In .62 I made 2 clocks in one layout:

    One ran on a timescale like 12:00 and counted down every second.

    The other ran on a scale like :35 and counted down every second.

    But when I switched to different layouts, the clocks would break, and after I began playing the game the :35 clock would disappear and never reappear again. That was weird. I'm going to check into this in the new versions and see if this is still a problem.

  • Very cool.

  • Here is an example of how to make the "standShoot" animation move rapidly when firing:

    https://rapidshare.com/files/3911819616 ... mation.cap

  • Okay. I have to jet, but I'll be jumping back into Construct a little later today for sure.

  • I actually get that movement when I press 'x' rapidly. The only difference between the .cap and the video you linked, is that in the .cap the player's feet move when firing (which is just a product of one of the frames having a different foot placement than the other 2).

    So my question is, are you trying to get something where by holding down 'x' you get continuous non-stop rapid fire instead of having to press 'x' rapidly?

  • The "stopped" frame and the second frame of "standShoot" are identical to each other though, so when you press 'x' the only frame that will look different is the first frame of "standShoot" because that one is drawn differently than the other 2.

    When you release 'x', it's supposed to go back to "stopped" (which it does) since you aren't shooting anymore after release, but because the "stopped" frame and the second frame of "standShoot" are identical the only frame that can be distinguised between the 3 is the first frame of "standShoot".

  • Hmmmm. That's strange. When I'm standing still and I press 'x' it plays for me.

  • I see. Nevertheless, with the removals all the animations including the standshoot animation play now.

  • From the beginning I could see that the player's running animation didn't work. Everything else seems to be playing fine though.

    What I did was remove a number of your events, because they seemed to be preventing the running animation from working. This is what the current events look like with removals:

    <img src="http://farm4.static.flickr.com/3217/5776673913_270f6b6b86.jpg">

    With that, all of the players run animation frames cycle now.

    EDIT: Also, your shooting animation is only two frames, and the first one is pretty much the same as your stopped animation, so while it may look like only one frame is playing, both frames are definitely playing.

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  • I agree that documentation is an issue, of course pretty much all game creation programs are light on documentation. That said, I've personally found Construct much easier to get into than GameMaker or any other game creation software I've tried.

    The issue you're having sounds like a simple fix and it probably has to do with naming your animation groups and then controlling them based on those names in events. However, as Tulamide offered up, this is likely somethng where posting your .cap would make it easiest for you to get help.

  • I haven't ever used the built-in save feature myself (I have used INI's like Jayjay mentioned though), but would it be possible to have a very small, bare-bones save screen layout to save and load from at runtime?

    Yeah, you can make a separate layout and set your events for saving and loading right in there. I just ran a test today of that in CC1. I only had a few assets in the layout I wanted to load, but it worked except that if I had two commands tied to the same button (i.e. left mouse button saves in layout 1, and left mouse button loads in layout 2 and also loads a picture from file) it causes images in the loaded layout to enlarge and pixellate, and then when I click the left mouse button to load, it crashes.

    Like, you hit pause and transition to a separate save/load layout with a simple UI. Hit the save button, and it stores all the globals you need. Hit the load button to load them. Then you can transition to whatever level is stored in your "currentLevel" global or whatever, and populate any scores, powerups, stats, or whatever with your other globals. Would that be one way around the lots-of-assets-to-load problem?

    That sounds like a plan. I'm definitely going to give that a shot as I would like to be able to get a precise save and load down to the last saved x and y position. Though, it seems like .ini is the path of least resistance for most games where all you need to do is save values/scores. It's quite possibly a larger matter of the .ini object being more functional than Save/Load and that the Save/Load function still has some critical bugs to be worked out. I mean, I've written to and loaded things from .ini with no problem whereas I've had glitches and crashes with the same things using Save/Load.

  • There's a built in save feature, and i think it's supposed to work quite well, but check the bugtracker. I've had poblems with it in the past.

    In some of my own tests, I've found that it tends to load layouts with very few assets quite well, but when you get into layouts with a lot of on-screen assets it has trouble. In my own case, save and load has actually caused the game to malfunction completely in very strange glitchy ways. Lots of crashes, too.