PixelRebirth's Forum Posts

  • junk.drule.net/sven_1.cap

    Layout "lvBeta" line 10 in the event editor. This event gives me a crash in the runtime when I run the layout. Anyone knows why?

    The cap runs perfectly fine for me. Also it's a simple "Always" condition with "Set position to another object" action, which shouldn't produce crashs. Which version of Construct did you try this with?

  • This is like the best plugin ever! Because I really wanted to beep the hell out of my computer with Construct and thanks to you I am able to do so now! Very much appreciated!

  • I used TimeDelta like you guys suggested. I'm having new problems now, When selecting blocks and moving them sometimes they will float. I think it's the collisions, they only float when another block is on top of them.

    .cap file

    http://www.mediafire.com/?mmyzmmnvnfi

    Has nothing to do with Timedelta though, as this was a problem with nowon's example to begin with. Also, looking at your cap, it seems a bit needlessly complicated. I wish you had actually installed a recent Construct version and looked into my example as well.

    Anyway, here is it again saved in an older version. You should be able to open it in 0.99.62.

    http://dl.dropbox.com/u/2306601/cubebust3_94.cap

    If you follow that approach there should be no floating. Cheers.

  • Is it possible to zoom in (x2) on a specific layer at runtime?

    Do I have to use the layer "set zoom offset" action? I tried using that, but no matter what value I put in it it makes the layer 50% of the normal size.

    Zooming at runtime for individual layers works fine for me. And "set zoom offset" would be the correct action as well. It's the same as the ZoomX/ZoomY properties of the layer. Are you sure that you didnt change the ZoomX/Y RATE properties of that layer unintentionally. Since that could kind of explain things.

    Other than that: share a cap.

  • So I tried out the "object families" feature, made a family "small item" and put a pistol and shotgun both into this family. I set the event for the player to disable collisions with the "small item" family but for some reason it just doesn't work. \(O o)/ it disables the collisions with the pistol, but not the shotgun. Everything is pretty much identical between the pistol and the shotgun except for a few phys variables (mass, friction etc).

    Totally sounds like it should work. And I've tested it just now in a cap, and it appears to work fine. So my best guess is that there may be some tiny mistake in your cap (care to share?). Oh, and which version of Construct are you using anyway?

  • Yes, but we can't retrieve the y offset. To do that, we have to add for ex Y offset + 2 on each loop.

    But we can't retrieve the current Y offset.

    I'm not sure what you exactly mean by that. You don't have to use loops for this either.

    Try this for a basic example:

    http://dl.dropbox.com/u/2306601/tbgoff.cap

    The offset is controlled with the private variables of the Tiled Background object.

    Oh, and in case you get an error while trying to open this cap, I'm afraid you'll need a newer version of Construct. In that case just grab 0.99.84.

  • I'm positive you can't change it at runtime. The only thing I'm aware of is that you can set the sampling individually for each layer. But also, I'm afraid, not at runtime.

  • With array pasting, what's the difference between the instance and duplicate option? They both seem the same to me. It would be handy if one of them were a "clone" instead.

    Quite possibly a bug. Since it appears to me that Duplicate should create clones and not instances of the object. Unless it does something else which I'm unaware of.

  • There is a handy "Set image offset" action for the Tiled Background object. Constantly adding to the X offset would make it scroll horizontally for example. Remember that this (like the Tiled Background object in general) only works well with Power-of-two textures.

  • im pretty sure there are zoom x and y rate properties for layers, just them it to 0% and things on that layer shouldnt be affected by zoom in anyway.

    Ah, of course. That's the much better solution. My bad.

  • Thanks for that. Updating fixed the problem perfectly. One question though, I've got a HUD layer that I'd like to keep onscreen if possible. Right now when it zooms I lose sight of my life bar. Is there anyway to prevent that layer from being zoomed by the camera?

    I think there is no way to specifically tell the Advanced Camera not to zoom a certain layer. However, assuming you'd do a zoom of 200%, you could at the same time set the Zoom X and Zoom Y properties of the HUD layer to 50%. That way it should still be shown correctly.

  • There's a thread that deals with the same problem and provides a workaround:

    Also remember to use the latest version of the Advanced Camera plugin, which is 0.92b.

  • I was just now able to download your cap, since Megaupload told me before the file wasn't available for some reason.

    So I didn't really look into your cap so far I'm afraid. Won't you include the Z dimension of the array in your app? Anyway, will give you more feedback soon.

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  • You need to change the sampling under the application properties from linear to point. Then the rendering will be suitable for pixelart.

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

  • Hey nowon, can you tell me what this event is in your cap file?

    It's called an inverted condition. So it will be true as long as Block does NOT overlap Terrain. You can rightclick a condition and choose "Invert condition" to invert/negate it.

    Also let me mention that the always condition in that first event is unnecessary . You can as well leave it out. The event will run every tick nonetheless.

    More importantly in Nowon's example and your cap you're just adding to the Y position without incorporating TimeDelta (it would have to be like set Y position to object.Y + 'Y Speed' * TimeDelta). Which would mean the blocks will fall at different speeds on different computers depending on the refresh rate.

    So this is really a thing you should keep an eye on. I recommend reading the following wiki article: TimeDelta Wiki