stainsor's Forum Posts

  • sample cap

  • Hey, could someone maybe whip a quick example with those? It looks like you could do some really cool things to integrate your game with the web, but I'm not sure where to start.

  • Ah, now I'm starting to see applications for it ... games that draw all sorts of interesting geometric shapes that are player controlled in some interesting way ... they all seem to involve the sort of complex math that would be right up your alley. I guess I should have expected that all along.

  • > This is actually happening because the textures are power-of-two, I think. It means they tile seamlessly inside the object, but it seems the edges glitch (because they're trying to tile the opposite side of the texture). I shall contemplate a solution!

    >

    I shall contemplate what the heck you're talking about.

    Oh, now I get it.

    But it only happens when the tile is trying to render at a sub-pixel position. For instance, on Point sampling, or if you tell Construct to manually round the scrolling to the nearest pixel, it works. Weird.

    The colors of the problem columns seem to be averages of the brown and white they are supposed to be. So maybe it's trying to jam two columns of pixels into one column. Or more appropriately it's trying to put say six tenths of one column and four tenths of another column of the tile into one column on the screen.

  • Yes, something that mimics a C struct would be awesome.

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  • Ah, grouping was meant to be removed a few builds ago because it was broken. It'll be gone from the right click menu next build.

    I hope it will come back and play with us sometime.

  • I'm just curious if you had any applications in mind for this. The only thing I can think of is making a more complete paint example.

  • It looks like we're getting people from all over the place.

  • I think I understand, but texts and boxes don't have the 'Pick object with highest variable' condition too. Or are you referring to a sprite?

    Oops.

    Okay, well there's a workaround for this workaround.

    Try making an invisible sprite for each text box and put them in a container. Then assign the random variable to the sprite. When Construct picks an object in a container it picks the other objects in the container.

    Oh, I don't think I'm saying this clearly.

    Here's the wiki page on Containers.

  • This is actually happening because the textures are power-of-two, I think. It means they tile seamlessly inside the object, but it seems the edges glitch (because they're trying to tile the opposite side of the texture). I shall contemplate a solution!

    I shall contemplate what the heck you're talking about.

  • Sounds like a good feature idea to me.

    In the meantime you could try this:

    Give the objects you want to pick from a new private variable.

    Use a for each loop to assign a random number to that variable for each object.

    Pick the object with the highest value for that variable.

    This has the advantage that you can use it to pick all the objects in a random sequence without repetition. Just do the above. Then set that object's "random" variable to -1 and next time you pick the object whose variable has the highest value it will be a different, but still random object. Once they all have -1 for that variable value they've all been picked and you can start over.

    Hope that was clear. Let me know if otherwise.

  • Hmm. If I had to guess ...

    You have an animation of your character rotating and if you match the character's speed with the animation speed then it looks good and works on flat ground. Then you get to an incline and it looks like he's slipping.

    I think that's because "speed" sets the x speed. (At least this is the case with the platform movement using slopes like in deadeye's platform tutorial.) So when you encounter a slope you keep the same speed in the x direction but you pick up some speed in the y direction. The result: a higher total speed.

    I would try to solve this by decreasing you're character's speed when he reaches an incline.

    try setting

    player.speed = (player.speed)*cos(player.angle)

  • ooh, I like this idea. As it stands now it can be very difficult to move an event or a group and get it where you want. Maybe you could even just bind the arrow keys to do this.

    Click an event/group to select it.

    press the up/down arrow to move it up/down.

    Hmm, maybe shift + arrow or ctl + arrow or something.

  • Hmm, I think I got that to work with the brackets. I can't find the thread or the cap though.

  • Depends on how much apple wine you got..... it's going to take alot

    I think you're right. I found that if you set the mac right by a PC and apply apple wine then once the double vision sets in you're off and running.