PixelRebirth's Forum Posts

  • Why are you guys overcomplicating things?

    Let's say that I have more than 1 instance of that sprite, and I want to give an order to the sprite that has a certain private variable to move.

    Loops aren't needed for this. Simply compare the private variable of the sprite.

    Here's a lazy example: http://dl.dropbox.com/u/2306601/movepv_001.cap

    Sprites with a PV Move of 1 will move to the target when you hit the space key. You can toggle the PV by clicking on the sprite.

  • I tried to replicate it in my game but where is defined

    position in Wheel.Value('position') ?

    Yes, the position is defined in this PV and refers to a hotspot on the body sprite its hinged to. Click a wheel and look up the properties. Under Private Variable you will see position "wheel1" and "wheel2" on the 2nd wheel, which are both image points on the body sprite (sprite4). I did it this way so I could use two instances of the same wheel sprite.

  • Which version of construct do you use? It was saved in 0.99.82 probably. Try using the latest (unstable) version of Construct.

  • Maybe you could check out this lazy physics catapult example I did:

    http://dl.dropbox.com/u/2306601/cataphys_003y.cap

    It has wheels. (arrow keys left/right to move)

    Also remember that your wheels need to have an ellipse collision mask.

  • Works perfectly here!

    Finally a reason to look into Path behavior. Good stuff newt!

  • I have to agree. Sculptris is an amazing little tool.

    Here is my first model (after I fiddled around for one hour or so).

    <img src="http://dl.dropbox.com/u/2306601/creaturerend01.png">

    Quickly thrown into Blender (which I've also started to use these days) and rendered. I'm liking 3D stuff more and more, although the pixel is still strong in me...

  • If you click on the camera object in the object bar while in the layout editor you'll see a "Bind to layout" checkbox in the properties pane on the left. Checking this will disable unbounded scrolling.

    Ah, so that's what "Bind to layout" does...

    Good to know!

    Although it doesn't seem to take zoom into account. So if it's like in your cap with layout and window the same size, there will still be no place to scroll.

  • Hey Drule, you should update your Advanced Camera once again to version 0.92b if you didn't already. There are margin settings for the follow action which could help with your problem.

  • IMO someone just needs to say: "I want to make a video, send me your EXEs here" and then go ahead and create the video (multiple people could do this as well, no issues with more than one video).

    I totally agree with Ashley on this one. If people have to record their own clips and stick to certain rules with the video, chances are this won't get made. Would be much wiser to have one video editor record and edit this from EXEs.

  • Hey there Namelezz! Great to see that this project is still alive. I remember the first sword slashing videos. And what I see in the cap looks great!

    As for your problem: all you do right now for scrolling is center view on the Hero sprite?!?!. If you just clamp the Y position of the camera to a certain position you'd have a really simple solution. Also I'd strongly suggest you start using the Advanced Camera plugin for this. It's really a great and incredibly useful plugin!

    For a quick test I threw advanced camera in your cap and clamped it at 900 max. Looks like this:

    <img src="http://dl.dropbox.com/u/2306601/900clamp.png">

    I'll have a look at the sword thing you mentioned too, but as your cap is pretty complex it may take me a moment.

  • Since this is basically a toggle, you won't get get proper results with events like that. You should use an ELSE condition for this.

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

    Or even easier:

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

    Thanks to Shviller for pointing that one out, hehe. It's a nice and simple method for toggles.

  • The golden asteroids are a nice touch. Spammers get punished now. I know I destroyed 3 golden ones in a row because of my trigger happy attitude.

    I played it here on an older single core AMD 3000+ with 1GB of RAM and a Geforce 6600GT graphics card and I got about 40+ fps with some other windows open at the same time. It felt still pretty smooth and was very playable. Have yet to try it on my other newer PC, but it's unlikely it'll have any problems to keep this at vsync fps rate.

    Also this gets really hard as soon as the asteroid debris become smaller. Is it me or are you just stuck in there after you've used up all of your lives?

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  • Woa thetrue, this is really hard. I always happen to collide with something. Do you use bounding box collision on the Witch sprite?

    Also I kind of get the feeling this should constantly scroll. It's just more natural in such avoid obstacles kind of games I guess.

    I'd also like to see smaller sprites/more forgiving hitboxes and at least the option to go windowed. It's a nice start and I hope you'll take the time to improve upon this.

  • That's a beautiful little game. I love the whole spray/reveal effect.

    I hope we will see some more levels since the concept is so much fun and has huge potential!

  • It sure looks pretty weird. Also it looks so blurry. Are you sure your sampling is set to point?