PixelRebirth's Forum Posts

  • I almost forgot about this. But since I intended to share the source for this, well here it is:

    PerlinScape 0.4 with source

    It's a bit messy and you can probably tell I made this up while I was creating it. It was my playground with the Perlin Noise plugin and mesh distortion after all. Originally I intended to tidy it up, probably starting over from scratch with a clean commented cap. But for now you'll have to live with this.

    I quickly added a slider for Z elevation in there and the ability to enter the seed manually. The source was also saved in 0.99.82 and uses the Perlin Noise plugin (obviously) and the True Greyscale effect. Both you should be able to find here on the forum of course.

    Oh and you guys... what about making pretty planets out of such landscapes now?

  • I can't put it back - it's fixing a bug. I understand your frustration, but it's not an unintended feature, it's a bug which could result in instability of the engine, hence we corrected it to work like it always has everywhere else in Construct. If I left it in, you might find your project randomly crashing because you're depending on an unreliable part of the engine. It's a fix, your project is now more stable, the side effect is you have to change the events that use an old glitch in the engine.

    Of course you're absolutely right Ashley. I guess we'll still have to wait for Construct 2 for created objects to actually exist at the same event line. Which I guess this issue is related to.

    So it's just a matter of changing my habits really. Which most people hate to do, haha.

  • Such is the way of large projects made with beta builds of Construct. I don't mean to sound harsh, but you can't say you weren't warned, and you can't claim that you weren't aware of the risks. Hopefully you can fix the issue by using a different method.

    And it's not the first time a project was in jeopardy because new features or fixes caused game-breaking results for an individual. The goal though is to make things stable and usable for future generations of Construct users. The good of the many outweighs the good of the few, or the one*. I too have lost work to the inexorable march of progress. Your sacrifice is not in vain, as v1.0 will be all the better for it.

    I'm aware of that. And I don't really have any large projects, just engines and prototype thingies mostly. My concern is more with what I said earlier:

    I can't really see what is gained in basically removing this unintended feature.

    It was just such a handy thing to use. Now that families don't work anymore with objects created in the same tick, takes away a lot from the work comfort of Construct imo. As Ashley said:

    I know it's kind of annoying but the engine has always worked this way - the real bug was that 0.99.7 let you get away with it - but hopefully this is one of the last pre-1.0 pains.

    It's all fine sticking to 99.7 for current projects and all. But Construct 1.0 without this feature still makes me kind of sad tbh. Maybe it just feels awkward not being able to do something you are used to, but I don't know. There don't seem to be very good workarounds for certain things. Families are less powerful now.

  • The only bug I can find on the issue is this one. Have a look at the comments, it was closed as won't fix.

    Yes, it appears to be the very same bug I posted which people are having trouble with.

    I know it's kind of annoying but the engine has always worked this way - the real bug was that 0.99.7 let you get away with it - but hopefully this is one of the last pre-1.0 pains.

    Actually I'd still like to "get away with it" as you put it. I can't really see what is gained in basically removing this unintended feature. Also, while it may be true that in some cases there is an easy workaround, in more complicated cases it can be a real pain in the ass and somewhat takes away from the fine experience which working with Construct usually is.

    I understand that the devs considered adding it in for good, but due to design didn't do it after all. So maybe it's pointless complaining about it again here, but I felt I had to add to this topic.

    Well, this issue is bugging me in a big way, since most of my more accomplished stuff is broken now in post 99.7 versions.

  • Don't put the Else condition in a subevent. If you set it up properly, you'll see it's connecting with the previous event:

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

  • I also noticed some serious family issues and put it on the tracker. It basically breaks all of my projects in post 99.7 versions.

    So yeah, I'd say there have been some changes in families.

  • I saw it yesterday and yes it's awesome. And there's waaaay more than "flashy visuals".

    Like what?

    I've seen the movie. In case that wasn't clear in my earlier post. And I really don't think it has anything else to offer. It's like a remake of Pocahontas with big blue aliens. It's also more of a flick for women actually than a fullblown action spectacle. Been there, done that. All the characters scream cliche... so apart from an impressive use of 3d technique, in my book Avatar sucks.

    Real thing's always better than CGI

    Agreed.

  • seriously, as good as the trailers make it seem

    loved it!

    Yes, indeed. But the trailer sucked already. And so does the film I'm afraid. If you're easily excited by flashy visuals go see it. AVATAR really hasn't anything else to offer. It does have horribly designed blue aliens...

  • Awesome new build guys!

    Especially this:

    [quote:1f78wj60]- [FIX] Platform Movement - You no longer vibrate on moving platforms or fall through them if they move up.

    YAY!

  • Well I guess it should work the way you're doing it, which it doesn't. BUT if you use the Append text action instead, it works just fine!

  • Is anyone already running an IRC chat? I can put links to an "official" channel in the chat window.

    There's #construct on irc.esper.net. Some guys like Shviller, Jeff, Aeal, Drule and Dataflashbot are there quite regularly.

  • Close, but the problem with that is that it will stop the ends from moving even the bar is not being pushed in the right two directions.

    Yeah, so add some conditions that check for the angle of the line as well?!? I'm pretty sure it's not the most elegant solution, but here's an example which seems to work for me:

    bar3.cap

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  • The problem is simply that the hotspot of your bullet sprite isn't centered. Just press 5 on the numpad to center the hotspot in the picture editor and you're good to go!

    EDIT: Oh, and welcome to the forums!!!

  • Very cool solution. Custom Movement, why do I never think of that?

    Regarding your problem: if they should stand still when moving in opposite directions, you could compare the movement angles of the 8 direction movements of both sprites. If it's equal to 180 you set both speeds to 0. Could look like that:

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

    So that's a system compare. If you care to test it yourself just copy this to compare to 180:

    round(Anglediff(Sprite[8Direction].movangle,Sprite2[8Direction].movangle))[/code:1cqpjewz]
  • Looking good! Flying around feels pretty cool already, although it's a little hard (for me at least) to kill those enemies.

    This could go very well with some bumpmaps and of course more variation to the terrain in general, not only texture-wise, but also regarding the z-distortion. There seem to be only flat ground and those steep hills that block you.

    Good job on the collision detection too. You didn't tell me yet how you do it.

    I'm planning some tryouts of my own on this subject soon.

    Keep it up, I'm looking forward to some badass weapons. Sort of homing missiles, because my aim sucks!

    Oh and I like the background story about terraforming....