NugMan's Forum Posts

  • <img src="http://cs4952.vkontakte.ru/u3168765/136471098/x_6b787208.jpg" border="0" />

    That's me 2 months ago.

  • Russian. Where's old topic on this? Also cant find my old posts. Pity :D

  • Oh mmmy!

    I've been away for about a year now (as i remember). The new site is rocks (though some colors need a little tweak, sorry for this one <img src="smileys/smiley9.gif" border="0" align="middle" /> )! And HTML5 games is soo cool! I just cant describe all of my emotions with my bad english, but you guys are definitely growing. Keep it up! Will buy Construct 2 just even to support you (besides - it will be great, why dont buy it - as i know your work style).

    Im so impressed god damn!

  • I'm trying to implement Madness Interactive control scheme

    http://www.newgrounds.com/portal/view/118826

    + System: distance(Body.X, Body.Y, MouseX, MouseY) Greater than 100

    -> MouseKeyboard: Set mouse X to Window.ClientX + Body.X + ( 100 * sin( angle( Body.X, Body.Y, MouseX, MouseY ) ) )

    -> MouseKeyboard: Set mouse Y to Window.ClientY + Body.X + ( 100 * cos( angle( Body.X, Body.Y, MouseX, MouseY ) ) )

    and that not working correctly

    Also why i need this scheme is that i have direct control of hand with weapon and no crosshair at all

    ADDED:

    Arima sorry i tried your solution without proper understanding, solved but partially - movement seems too jaggy.

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  • It will then be towards mouse in range of 300. That's not what i need.

    For ex. i'm moving mouse to the right side of the screen (any resolution, for ex. 1280) - the object will move towards it but only 300px. Then i move mouse to left on 200px - the object still 300px towards mouse pos.

    What i need is when i move mouse from right side to left on 200px, the object should do the same - move at 200px. That's why i need to "jail" (?!) mouse in the range, not set object towards it.

  • I need mouse to be always in maximum 300px range (radius) from object. If distance between mouse and object is greater than 300px then it must be in 300px range, if distance is smaller then do nothing.

    Help?

  • Sorry if bothering you, but if someone has a solution please answer. No "Up's" will follow, just once

  • Unstable for me, I install 0.99.96 under WXP SP2, and the icons and fonts don't show well...

    I reinstall the OS and still have the same problem.

    Segoe UI font is not bundled with Windows XP, even SP2.

    From wikipedia (http://en.wikipedia.org/wiki/Segoe) :

    [quote:i86ka0yc]The Segoe UI font family can be obtained as part of Microsoft Office 2007, Microsoft Office 2010, Windows Vista or Windows 7. Certain Segoe fonts, but not Segoe UI, were included in Windows XP Media Center Edition 2005, replacing Trebuchet MS.

    Segoe UI is installed into Windows XP if the user installs Windows Live Messenger, or Windows Live Mail, which are available as free downloads.

    Ashley didn't mention that.

  • I don't think that is likely, as Construct (the current incarnation, at least) requires certain DX9 and VC++ redistributables.

    So what? That's not the problem - you can install it on your own - they are not part of construct. The problem with construct is that I can create portable version, but i need to install it first, then grab Construct files, then uninstall. Also maybe problems with registry keys, but I don't think that Construct rely on it heavily, just for uninstaller and version description.

  • Canvas cant make Saw effect, when we have thorns rotating aroung main blade. Also I make game in pixel-art so thing as bones could be strange to see.

    But right now considering about converting game graphics to more hi-res with bone animation - that could solve both game's graphics aesthetics and weapon animation.

  • Problem is that it does none of the above. If i need to convert it, at least tell me the moment I import a png-8 image.

    That's what i'm talking about. Just one simple warning and future confusing is gone forever.

  • That's what I'm doing now. But what about future updates then? Like platform school tutorial - the event list is the same for both versions (outdated and updated). So why .92 cap in .95 construct works differently, with bugs?

  • Character has 4 animations, weapon is tailed to his arm so 4 animations too. Total 16 frames for character and every weapon. Could be difficult. I think i need creating new sprite object on runtime via duplicating base weapon sprite, but it's impossible now, only instances which, in this case, useless.

  • NugMan

    It's in the same place as the "platform movement" behavior. If it is not there, reinstall construct.

    Seriously?

    ...

    What's wrong with me, it's just right in there.

    Soooo... all other things looks working... stable?

    Btw - "stable" works like magic word from Harry Potter. Just say "stable" and "file was downloaded >9999 times" granted.

  • Hey I'm not talking about "real" and "unreal" bugs. It's about simplicity of using construct. Would be great adding one of those tips, that you see when using any panel for the first time (for ex. when you set "fixed" fps rate you getting warning tip) for the (in this case) sprite object something like "For internal calculations Construct using PNG32" to prevent further confusing about file types.

    Further more even Wiki is making you confuse about it.

    Quote from this page

    http://sourceforge.net/apps/mediawiki/construct/index.php?title=Picture_Editor

    [quote:1afisseu]From left to right the items on the Menu Bar are as follows:

    New: ...

    Open: Open an existing image file. Supported file types are .png, .jpg, and .bmp. The Picture Editor will correctly automatically apply alpha channel information for .png images, so images with transparency will be imported correctly

    Save: ...

    No word about it's 32bit-ness.

    P.S.

    And btw construct is for people with gamedev experience and without game experience. So it's a bug at min 50% sureness), it's like I have png - it doesn't work. Wiki sais it does. I go posting on "Help'n'Support"