PixelRebirth's Forum Posts

  • Overall I'm quite fond of the new design. It's definitely a more professional appearance for Scirra and will help making Construct more popular in the long run.

    However, I do agree with Krush on this bit:

    The style and size of the font just looks amateurish, and I have to scroll out 2 levels in Firefox just to get the forum looking decent enough to read.

    The font used for displaying post content is way too big in my opinion. I also actually zoom out when I'm trying to read stuff on the forum. Sounds like a minor hiccup, but it affects usability in a big way.

    Another thing that isn't optimal: when you click on reply while you aren't logged in, you'll get an error message stating that you don't have the permission to post. Would be much better if it forwarded you to the login site, like it did before.

    Oh, don't know if it has been discussed before, but it appears previewing a post doesn't work yet? I'm just getting a window with a "There is nothing to preview yet" message.

  • . im probably not making any sense but i just wanted to ask: are the physics supposed to be ok in classic r1.2 or is there some problems i dont know of?

    I also noticed an older physics-heavy project to behave differently with Construct Classic. Doesn't really surprise me, since there have been significant changes to the physics object in order to improve its functionality.

    I think that's why there's an option for the Physics behavior "Use old units", which should make it behave like it used too. Although I noticed that upon a layout change, the option seems to deactivate itself and the object in question obeyed to the new rules all of a sudden.

    Also let me slip in a quick feature request: a 'Get torque' expression would be might fine for the physics object.

  • Thank you so much for sharing this lucid! It's insanely useful for level editors indeed.

  • Thank you for your examples, but I've seen them all. But I need a simple example of inventory with the ability to haul things(drag&drop). Maybe someone can help?

    Most of these examples are pretty basic. And one in particular does exactly what you ask for.

    Thanks, but I myself fixed my example.

    Now this is a very simple example of inventory.

    That one doesn't seem to work very well either, I can still drag one object onto another.

    You really should look into the array object to improve the functionality of your inventory. The examples have been given.

  • I made a basic example for such an inventory a while ago: http://dl.getdropbox.com/u/2306601/inventory_007x3.cap

    A bit outdated, but still does the job. Coincidentally I just wrote a little bit about this on the We Construct blog.

    There are also several inventory examples listed in this post: http://www.scirra.com/forum/viewtopic.php?f=3&t=8122&p=62428#p62404

  • It seems that negative value (-5 for example) or float value (0.3 for example) will make strange things...

    Well, the example is geared towards whole numbers, which is what you would normally want (and I guess you don't want it to actually have 0.6 or negative damage displayed).

    This means you need to clamp the result of your calculation so it can't go below 0 and also round it in order to get whole numbers. Or floor/ceil it, depending on how you want it to behave. Check out the math expressions in the wiki.

  • The tiled background has the wrap behavior to allow it to automatically move itself back to the top when it leaves the layout.

    More importantly you can simply set the image offset with a tiled background, so you don't actually move the object but constantly offset its texture to give the impression of movement

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  • Without even having seen the cap I am able to tell you that you need to remove the Physics behavior from your ball sprite. You can add it again and it'll work like a charm. No, I didn't consider a career as mentalist yet!

  • Bump

    Talk about a premature bump...

    Well, with thoose settings i dont really get the wanted effect. I want it to roll more than bounce. Any ideas?

    Well, in case you want a rolling ball - to me that seems to be better suited for the physics behavior rather than the ball behavior (which I actually usually consider to be the bouncing ball behavior).

  • I think using a contained hash table as workaround for the bugged private variables wouldn't be too much of a hassle, that doesn't help with the missing width/height actions though.

    I don't know if there's any reason at all the object doesn't have these actions. I hope it's not by design to make some of the Light object's functionality possible in the first place. Someone from Scirra or somebody who is currently involved in developing Construct Classic (hey lucid, hey r0j0 ) could clarify this issue I suppose.

    I'd also very much like to see this resolved and not only because I'm itching to get my hands on Daiz' and Zotged's great looking project.

  • Crop the graphic of your ball sprite in the picture editor, so there is no more empty space around it. Also do center the hotspot there.

    Secondly your settings of the ball behavior don't work very well together. Try a higher max speed (like 1000) or lower the gravity, if you want to have it moving really slow.

  • I like these examples a lot!

    After reading an article I found through abhilash2863's blog, I had a go at it myself. I tried to stick to the method as it was being described as closely as possible.

    Also I couldn't resist and used the newly released Data Structures plugin to create the "miners", which seemed like a weird idea at first but worked out surprisingly well:

    <img src="http://dl.dropbox.com/u/2306601/cavetest.png">

    I didn't manage to get the cave completely cleaned up yet as you can see, although most of the cluttery parts have been eliminated.

    I want to have another try at it, probably solely using the S plugin. Once I'm satisfied I will also post the cap.

  • Families are also a good way to solve this. Eventually you won't be able to put everything that is supposed to have damage displayed into the same family though, or you just plain don't like to bother with families. Personally I'd probably prefer to simply pass parameteres of whatever is being damaged to the function. But you know, whatever works.

    The way you used a lot of globals there though confuses me a little to be honest. You use them to temporarily store the data of the current enemy? Of course I don't see the whole picture here, as there are only snippets of the event sheet, but I think you could be more efficient about it.

    The enemy being attacked is going to be picked anyway, why is there the need to temporarily store its stats in globals and calculate the actual damage from that? It seems like an unnecessary step.

  • Tulamide answered all questions perfectly. It was probably a bit shortsighted to make the example "hardcoded" with the 'BadGuy'-Sprite. I was mostly concerned with the method of displaying the numbers correctly.

    But yes, Tulamide said it all.

  • Oh, how unexpected. The MOD object was a pain in the ass to be frank, this should come in handy. Thank you so much R0J0hound!