newt's Forum Posts

  • It's pretty hard to get the precision your looking for using timedelta, and collision detection.

    If you want to go with your own movement I'd suggest not using collision detection at all, and just compare the x, and y values for everything.

    Like if player y is greater than this, set .y to clamp(int(.y+ speed* timedelta),lowest y, highest y) for a fall.

    Even then you might want to use the corner x, and y values, as just setting the hot spot to a corner may cause issues.

  • Doesn't the Custom Movement behavior already use timedelta?

  • Yes you can do that, but you have to remember that Construct isn't an editor.

    Rather its more like a programing language, without the need for scripting.

    So while the idea of allowing objects to be stored in other objects is doable, you cant just click a button and have it happen.

    You must design a system that allows a user to do that.

    A good place to start is actually a combination of Vati-nyan and tulamide's posts, a hash table in a container with an object.

  • Well if I had known you were a cheap date I would have suggested enable/ disable layer or object fx.

  • Just a test ^

    Hurm just had a quick look, no Robots.txt is specified so search engines will crawl the profiles afaik. Also, hyperlinks in the profile, and hyperlinks posted in this forum do not have the rel="nofollow" specified, so any links posted in these forums will be sucking pagerank from Scirra.

    This will all be fixed on the new website.

    Not sure if specifying that links should open a new tab would have much effect on crawlers, but it might help with your own page rank.

  • There are a couple of things you can do with effects, in particular "Blur Mask Horizontal".

    It creates a blur based on the contrasts of the mask its applied to, IE white is blurred 0%, black 100%.

    This would work well with a variable radial gradient object, but alas we dont have one.

    We do have a simple gradient, as shown in the cap.

    As it stands right now its not really viable, as the fx wont let you set the strength of the blur, and its a fps hog(check the fps, and ram in the window bar), but its the closest thing we have right now that does what your looking for.

    http://dl.dropbox.com/u/666516/dofsci.cap

  • <img src="http://dl.dropbox.com/u/666516/oldc2cog.png">

    Guess you could use this when you get ready to start making C3.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • The "OR" condition can cause crashes in some situations.

    There are 4 places where you are using OR that is causing the crash on restart.

    event sheet: Mario Movement2

    group: Items

    event 111

    group: enemies\mario damage

    event 30

    event sheet: Mario Movement

    group: ground

    events 14,108

    If you disable those events it won't crash anymore. You'll have to rework those events.

    Yeah, there is a bug with groups that doesn't reset them to their original setting on restart.

    You could try a start of layout event that automatically sets the groups enabled/ disabled.

  • Chances are the spam posts that do get through are actual people that aren't smart enough to figure out how to use a bot.

    Like they say, you cant fix stupid.

  • If you have multiple instances you can pick the instances you want to check via private variable, and then once they are picked you can check those selected objects using "For each".

    You can then use yet another variable(global) to add to the "zero" count if one equals 0, then if the count is greater than 0 do this, equal to 0 do that.

    If you want a particular object picked in the comparison you should use "Compare a private variable". System compare will not pick for you.

  • That's correct, but system comparisons do not pick, or place objects into the selected objects list.

    For example if you were to compare the enemy's private variable that way it would not pick that instance.

    Same goes for system compare, or system evaluate.

    Anyways, just pointing out the subtleties that might lead to more errors, like the fact that else doesn't take picked objects into account.

    In fact once the else affects an object, and is triggered, including any held in subevents, all events that excluded it beforehand are thrown out the window.

    http://dl.dropbox.com/u/666516/ohshi.cap

  • A couple things.

    Once hp goes to zero your continuously setting your global to random(100) in this scenario.

    "Trigger Once" will fix that, as long as that sprite is still picked in the variable comparison in the sub events.

    Also there is no "value between" expression so there could be some mix up there as well.

    ......But, and its a big but, the else is definitely your biggest issue.

    Just so you know, you can still reference a destroyed object while still in the same event.

    Given that little tidbit, I'd suggest adding a "drop" variable to the enemy object, instead of using a global.

  • Whats picked first?

    Sword or enemy?

  • Not sure if your aware of this, but there's already an action under sprite called "load frame from file", so you don't have to use the image manipulator.(see download above)

    Also you can do all you suggested via events, and the file object.

    The only thing you can't do is add frames during runtime.