Somebody's Forum Posts

  • It looks like your capx uses some non-standard behaviour - mind sharing which one?

  • This has been asked many times in the past (and also just a day ago, iirc) and can be found here in the forums.

    Short answer - yes.

  • Missun Comprete!

    If that's all it takes then we should make awesome infographics for all issues to raise their perceived importance.

    Also, Tom needs to make a badge for this.

  • Or you could try shift clicking the top and then bottom one and drag the whole thing into a group.

  • But why would Windows take a file after a program restart? So I suspect it's still C2 trolling us.

  • Ok, just so several opinions are represented on this issue here's how I see the situation:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/0b3e9a17.png" border="0">

    <font color="yellow"><font size="1">Yes, the guys from the chat apparently haven't got anything better to do.</font></font>

    Edit: I have been told that some people exist who are unaware of what the awesomely dressed C2 references. Unthinkable! So

    Subscribe to Construct videos now
  • Ashley - I can understand a temp folder and the files being in use there... BUT - if I have a set of images in the same folder as C2, load them into an animation, then close C2 and later open it again. And THEN as you try to overwrite the files it says they are in use... Does this mean C2 actually somehow stores the paths and filenames of all the imported frames?

  • This might be a good place to mirror a little feature idea back from the CC days that even had a little illustration:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/SidewaysMovement.png" border="0" />

    How about a "default angle" for all the new sprites? For example facing up seems super-intuitive to most human beings, since, you know, we are kinda vertical. So a way to set where the initial angle faces would be really useful. It could be a project-wide setting which you set at project creation, for example. Set it to "up" and suddenly that shmup isn't an exercise in frustrating clockwise turns, but just awesome fun and games.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • If the main thing is to count to one second the easiest way would be to Always add dt (this is a system variable name) to your global var and when it's equal or greater than 1 a second has passed.

    dt is the time that has passed between ticks. So in theory if your game runs at 60fps it's going to be: 1/60 = 0.016666, thus on first tick it's the same, then your global variable becomes 0.033, then 0.05, etc. up to 1.

  • Try this:

    <img src="http://images.devs-on.net/Image/2A0p8kzsW5aZ0EG-Region.png" border="0" />

  • Hmm, if I may add something - C2 keeps the files hostage even between sessions - you can close C2 (saving as a single file so your images should be contained in there). Then you open C2 later, try to export your image files and still get "files in use" the message from the other app. One would assume the files were imported and that's it?

    This seems super-ridiculous and is quite annoying when you have to close C2 every time you make a little edit to your animation sequence and want to re-import.

  • I guess like Tom said this has been a learning experience so we can expect better security measures and such in the future.

    A simple one that has been mentioned would be to have rep limits for voting, etc. This way asking friends and such to register and vote would have little effect.

    Anyhow, hopefully we get another compo soon.

  • I sure do hope this happens, functions are the bread and butter of more complex projects and every bit of performance counts.

  • That's the way it's meant to be - like I said - above are the project resources and below is what's on the layout. If you want to get rid of those objects, delete them on the top list.

  • Hmm, the way you have done it the only option I see is to have a bunch of events under the shooting bit which basically go like "If animation is bottom left, set bullet angle to 45".

    But the whole setup seems wrong, you'd want to add animation angles and have the system select them, instead of arrow key combinations. Then you could just read the angle from the sprite.