roracle's Forum Posts

  • You should have your conditions first, then "trigger once" as a sub event, with the actions you want to run the one time. That's how I usually do it.

    You don't roll the dice and move at the same time, you have to get the condition first, then tell it what to do. The same conditions can be used for other things as well, and that can go in another subevent to the main conditions or in the main event itself.

    Example: In a platformer, You would have "user is pressing right" with three subevents: is pressing a, set speed to 500; is not pressing a, set speed to 250; run once, set char boolean moving true.

  • I am making an RPG system similar to Elder Scrolls and Ultima, but I like the way UO always put information in a little text box so you can see what's been happening, re-read messages, see combat output, etc.

    I understand how to make the Text object put new text in, but in order for it to input at the bottom, the keep focus on the bottom line, and keep scrolling up when you gain a skill etc, it requires a Java call from the browser object and requires the TextBox object. I don't like TextBox because I can't customize it with a transparent background or my own fonts etc.

    Again I've seen a few examples, but nothing I am really looking for.

    The best part about this is that it will ONLY output info, and you never input anything into the text area. This should make it easier to code for sure. If anyone has any info on this, please let me know.

    Yes, I've checked the forums already and found many examples that are good but not for what I'm doing.

    How it should work: Acrobatics has increased a point, and the text object should display "Acrobatics has gone up! It is now 2!" Then when sneak goes up, it should keep the previous text, and on a new line say "Sneak has gone up! It is now 13!" And so on, and so forth.

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  • Okay, figured out the mirroring issue. Kept looking in the wrong place.

    However, though I can get the guy to stand on the ground, it is only because I have made the SCML container's size 0,0 for the obvious reason. Is there a way to have it not require to be 0,0?

  • I just checked them and they are all correct. This is dumbfounding. I noticed the "box" that gets selected when the SCML object is selected. If it's higher than the character itself it puts him on the ground, but if centered he is floating as you see him there.

  • I got my animation imported to a project, but it doesn't collide with the floor like one assumes it should. Instead it stands above the solid object.

    Look in the example, it's pretty self explanatory. ALSO before I forget: how do I get his animations to mirror for left movement?

    Example (zip, project folder):

    caveman test

    Thanks for the help in advance.

  • Yep this is happening on 32 bit. It won't open at all. I posted as a remark on the blog, but glad I checked the forums, too.

    I was about to start playing around with the tilemap stuff, oh well.

  • I was designing some level advancement things and a global boolean would be perfect for what I'm doing. I know I can use integers but it's easier to look at the code saying "is or is not".

    Not in a hurry though, just a reminder. Something tells me that regardless of it's low priority it wouldn't be too hard to put it in.

    Thanks!

  • Okay thanks. I figured out the barrel should point right in the image editor now.

  • Is there any way at all to specify what part of a sprite is used for the turret "eye"? I can't find any information about it anywhere in documentation. I comprehend how the turret works, but for some reason there's no "image point looks at" or anything like that.

    IE: When I'm looking at a dog, and the dog moves, I move my eyes to look at the dog.

    In my game, this is all fine and good, but there doesn't seem to be a way to specify which side of the sprite is foremost for "looking" at another sprite. In other words, imagine me and the dog again, but when the dog moves, my "eyes" might be my shoulder and I'm turning for my shoulder to face the dog instead of my face itself.

  • I cannot believe I overlooked that.

    Your help was impeccable!

    <img src="smileys/smiley10.gif" border="0" align="middle" />

  • Forgot to comment my code, I usually take a day out to do that before it gets too big, but I hope it's not too confusing.

  • Exactly. I've always had problems with this before, and seeing that people have trouble the other way around blows my mind.

    Thanks in advanced for the help. Look at the sheet labeled "Trash"

    CAPX:

    (N/A)

  • I have things flying around the screen, leaving things behind for the player to interact with (be it to destroy or to power up etc) yet only one runs at a time.

    In example:

    Flying in space, a trash bag comes along, leaving litter behind. These trash bags can keep coming even if one is still around, but only the first (or only one, or latest) on screen actually does the leaving of said litter. I changed it to "For Every <object>" and it still just keeps it as the one trash.

    I'm not a great programmer and I've had this trouble before, but for the life of me I can't imagine how the language isn't clear enough to say that EVERY instance of the trash should leave something behind.

    If this was Mario, think of it this way: every goomba should move to the left, but when there are more than one, only the first loaded moves until it's destroyed then the next in line moves. This doesn't make any sense.

    For the developers: you are selling this to non-programmers, it would be helpful to have an explanation of how this stuff works since normal language doesn't seem to work as well. I'm guessing "for every" means something else than it does in reality. IRL, "for every cup, spill them over." One could easily spill them all, but a computer reads it as "spill one, then the next, then the next." Totally confusing.

    I can give my CAPX file if you need to see it in action.

  • I never asked them to bow to my whims, I simply asked for either a Linux version or a refund. No whim involved. Windows had a whim to crash, I'm simply making the obvious choice for stability. Go figure that it's MY fault that I want something stable, and it's MY fault Windows keeps crashing, and it's MY fault Linux has been 100% stable on my system, so it's obviously ME that's the problem and not Windows.

  • Alright, this isn't a "how can we get roracle to keep using Windows" thread, it's a "how long until the linux version" thread. I'm done with M$, and YES, writing software for a Microsoft platform is the reason they have a standing at all. AT ALL.

    Also, Lovelocke64, you must have been using RedHat 5.0. Back then, you couldn't find anything, was impossible to install anything, but today, Linux is a million times easier to use than Windows will EVER be.

    Now, coming down from the MS love fest up there, can anyone either give me a refund or perhaps a Linux version of Construct 2? I find it strange one would design a program to write games for an open standard created by the same people who pretty much created the OSS movement, yet won't release a version that (at least) runs on OSS.

    And if it has to do with "user base" then Linux already has that covered: Android (no matter how much kicking and screaming you do) is Linux based, and it's on a majority of everyday use devices that are used *gasp* every day. You might actually be on one right now.

    Heck, even if you're using Windows, you're connected to the internet thanks to their microkernel OS called "Windows" using Unix as it's networking lapdog. (They can't even do networking their own way, sheesh, and you still wanna write software for them?)

    See, C2 writes software for HTML5, not for Windows. It can WRAP it into a Win file, but it's not made to create Win games.

    HTML5 is a standard that MS has tried to inject in their own methods. That didn't go over well when push came to shove. They tried ages ago to do the internet their way, and GASP people went to Firefox and eventually Chrome because they couldn't stand what MS did to the web via IE.

    Bottom line is this:

    From hardware to the software, from soft to monitor, from monitor we were blessed with command line.

    From command line we entered the GUI.

    Thanks to the GUI (yes, Windows, GNOME, Aqua) we can ignore that, too, and just focus only on the browser (the ultimate goal of the OSS movement is to have software served across the web so you don't have to install it. You see that already with things like Grooveshark, Facebook, Picassa, Gmail, GoogleDocs, etc etc etc).

    But for developers, people like a stable work environment, and I don't have a team to come fix every little error that Windows gives me, and I don't have the patience between doing this, work, D&D, family, and everything else I have in life going on.

    It's not fair to someone who was an early adopter like myself that I can't even continue to use the software because it's not compatible with my OS.

    Sure I have it installed in WINE but it's slow and doesn't compile things properly.

    I just find it very very strange that they can create an entire software application, but somehow just gosh darnit, can't get it to run on Linux. That's why I said they are specifically supporting MS by writing software for them because anyone using good programming techniques would have used a more open standard and not MS-only libraries.

    IE: Scirra has programmed themselves into a corner.