R0J0hound's Forum Posts

  • You can use a variable to to achieve that. Pick the sprites around the first selected sprite and set their variable 'select' to 1. Then for the second selected sprite do the same but check if 'select' 1, if it is then that sprite is overlapping both originally selected sprites.

    + Sprite: Value 'foo' Equal to 1

    + Sprite: Sprite overlaps Sprite

    + Sprite: [negated] Sprite: Value 'foo' Equal to 1

    -> Sprite: Set 'select' to 1

    + Sprite: Value 'foo' Equal to 2

    + Sprite: Sprite overlaps Sprite

    + Sprite: [negated] Sprite: Value 'foo' Equal to 2

    + Sprite: Value 'select' Equal to 1

    -> Sprite: Set filter to Black

    You will need to set 'select' back to 0 every time you change what 2 objects are originally selected.

  • Um, that's not a bug, it's by design. There are 4 expressions to convert a floating point number to an integer: ceil, floor, round and int.

    Ceil rounds the number up to the nearest integer.

    ceil(0.1) =1

    ceil(0.5) =1

    ceil(4.9) =5

    Floor rounds the number down to the nearest integer.

    floor(0.1) =0

    floor(0.5) =0

    floor(4.9) =4

    Round rounds the number down if the decimal part is less than .5 and up if it's greater than or equal to .5. It's just your basic arithmetic rounding.

    round(0.1) =0

    round(0.5) =1

    round(4.9) =5

    Int acts just like floor, it basically just discards the decimal part.

    int(0.1) =0

    int(0.5) =0

    int(4.9) =4

  • [quote:26nwwj7w]I added a mp3 file in musics and a wav file in sounds.

    The "music" and "sound" folders are not used. Any files you want to include need to be put into the "files" folder.

    The cap file only stores the address of the file. The files are only embedded into the exe when exporting.

  • [quote:28d59hxy]Still having trouble figuring out how to use that now to pick the sprites overlapping those two sprites while excluding the two sprites themselves.

    Add Sprite to a family such as blue

    Then do something like this:

    + Sprite: Pick by 'foo'=1 or 'foo'=2

    + Sprite: overlaps Blue : offset (0,0)

    + Blue: Pick by 'foo'!=1 and 'foo'!=2

  • [quote:h8vc3r33]What's going on?

    The OR condition has issues.

    Use the "Pick by evaluate" condition and the "or" expression.

    Type something like this for the expression:

    Sprite.Value('foo')=1 or Sprite.Value('foo')=2

  • Here is a way to implement a menu bar with python.

    <img src="http://dl.dropbox.com/u/5426011/examples5/menu.PNG">

    http://dl.dropbox.com/u/5426011/examples5/menu.zip made in CC r1

  • Try the py2.zip download again, I updated it with some dlls it needed.

  • The 3d object uses the Assimp library so it supports all these formats:

    http://assimp.sourceforge.net/main_feat ... rmats.html

    I'm especially intrigued by the .blend file support.

  • When you load a frame with the sprite object it changes the frame of all the instances of the sprite because they all share the same image. It may be helpful to use the TiledBackground object since it can have a different image per instance.

  • Here is all the needed files:

    http://dl.dropbox.com/u/5426011/examples5/py2.zip

    Extract this file to the same folder as your game.

    Then add this line before you import ctypes and win32com.

    sys.path=[System.AppPath + 'py2'][/code:mnr27tuh]
  • Add a "Start of Layout" condition to events 10 and 20.

    [quote:11bu4jqs]etc... Are you testing this with express by the way? If so what else did you adjust to make it build?

    just tried it by disabling all the include directories and adding those two. I get the same error as you are getting. It seems the windows SDK does not have all the needed files. My apologies, I thought I had tested it as working.

    I guess it just comes full circle back to how I was originally able to get it to work by using the Windows DDK to get the files. Others seemed to have had success with that method. I actually currently use the includes from the Window DDK to build the plugins and Construct's runtime. I presented the SDK as an option because it was a smaller download to get what I thought were the same files.

    This website was the guide I used. Check the comments for updated info.

    http://www.codeproject.com/KB/MFC/MFCin ... press.aspx

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  • It already looks pretty fancy. I'd focus more time on the game itself where the player will spend most of their time. If you do further improve the options menu it will be just icing on the cake.

  • I updated the example a bit to include animations.

    It now records position, angle, animation, animation frame and when the player shoots. I also changed it to just reset the layout instead of moving the player back to it's starting position. The ghost and array objects are now global so they aren't destroyed when resetting the layout.

    http://dl.dropbox.com/u/5426011/examples5/infMario.cap

    This has ended up being a very enjoyable example to work on.

  • What is the value of 'mid'? If it is a construct array value like "Sprite.XY" or "{1,2,3}" it will crash. Using types like that haven't been handled in construct's python integration yet.

    If that still isn't the issue then maybe post a cap.