newt's Forum Posts

  • I agree you should be able to unlock one or all selected.

    Problem is, how do you select them if they are locked.. other than selecting all of a particular object in the objects bar?

  • Ah so its a bug?

    No, you should be using 32 bit images for everything.

  • Could you explain this in more detail? I was thinking of perhaps using a custom behavior, but I have no idea where to start making a behavior...

    To pick an instance simply add a private variable and assign each instance a different value IE:

    sprite.privatevariable('a')= 1, sprite.privatevariable('a')= 2. You can assign the values in the editor, or on creation of the instance. Then you just compare the private variable to pick that instance.

    Thats the easy part.

    The hard part is when you want to use more than one instance... behaviors aren't built to pick an instance via a pv.

    However, you can create a custom behavior using some of the built in expressions.

    http://www.scirra.com/forum/viewtopic.php?f=3&t=7350&p=57411&hilit=chain+python#p57411

  • 1 yes its a known bug

    2 there's an action to set the collision type

    + System: Start of layout

    -> Sprite: Set collision mode to None

  • You can pick via a private variable, but referencing multiple instances in your actions is a bit tricky.

  • Well, i had come close to getting it and setting all objects at 0 z, then when z key is pressed player z axis is like 50. however I can get the character to flash on top of an object for a second, and then he flashes off instead of staying on top. does anyone know how i would set this up to work correctly?

    [quote:3e56o9dk]when "Z" key is released character z elevation returns to zero.

    Might check to see if 3d layering is enabled.

    But I suspect its in the second quote.

  • Go with what you know, like a ****** game called "Call Sinter".

  • What about a behavior? Would it be capable?

    Yes.

    Fade works nice.

  • Scale path would be an interesting idea.

    Edit:

    Actually you can kind of do that now via image points.

    If you add a bunch of image points to a sprite then arrange them like your track, and name them sequentially, all you would need to do is make a loop, clear the old path, scale the sprite, then do your loop again.

    Add node at imagepoint(loopindex)... blah blah blah

    Edit2:

    Course you would have to come up with some way of tracking where you are on the path, and getting to the new position on the path.

    An actual sale path would be a lot easier.

  • Triple A

    A few things. You've got everything packed into the exe so load times are a bit slow, especially start up. Might want to load a few things from an external source.

    I also felt the return to the start was a bit annoying. People need rewards for finishing things. The lights idea isn't bad, but I'd suggest a reward for finding all the ghosts of turning Talbot into a ghost so he can return to the beginning without worrying about hitting stuff.... or something like that.

    Finally the dialog box with his master seems a bit flat... they say everything looks better with a frame.

    Great work guys, its about time we saw some shine.

  • What second gamepad stick?

  • Groups also work well with this. Plus you can have groups within groups, and enable/ disable them on the fly.

    That coupled with a global variable gives you a lot of control.

  • Sorry, I wasn't talking about rotating the hit box.

    This cap kinda shows what I mean, not exactly perfect tho.

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

  • As far as feature requests go, sure bring em on, but its kind of late in the game for changes that may interfere with a 1.0.

    Construct 2 is another story.

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  • It would also require any plugs that use tags, as well as Construct to be changed.

    As Julmust said, changing the animation is just as effective, and allows even more possibilities.