stainsor's Forum Posts

  • Man, I want to take your class.

  • put all your objects of that color in a family.

    Red objects -> add them to the red family

    blue objects -> add them to the green family (just to make people wonder)

    green objects -> add them to the salt 'n pepa family!

  • Okay, just wanted to make sure it didn't get rounded twice.

    ...

    I'm gonna go click on the scrollbar now.

  • your character's jump height is determined by how long the jump key is pressed.

    Jump sustain.

    edit: See screenshot

    <img src="http://willhostforfood.com/users/stainsor/jump_sustain.png">

  • So setting the opacity to 41% does the same thing as setting it to 40.8% ? Can you set it to a non-integer value like that?

    Okay I don't think that was clear. Is it like example #1 or #2 ... or neither?

    Example #1:

    attempt:

    Set opacity to 40.3%

    result:

    opacity is rounded to nearest .4 and set to 40.4%

    Example #2:

    attempt:

    Set opacity to 40.3%

    result:

    Can only use an integer value so 40.3 gets rounded down to 40.0

    opacity is rounded to nearest .4 and set to 40.0%

  • I wish I had an apple to test it on...

    Hmm ... I've got access to an apple. What do I need to do?

    Is there a version of WINE for Macs?

    Edit: Here we go, I found it: Apple Wine. I bought a bottle ... I let you know how it goes.

    Edit2: No really, I have access to a mac. Is there some way I can try to get Construct on it?

  • YES!

    Out of a selfless generosity that is exemplary of my character I have posted a cap that includes such a wall. This cap is perfect for using as a template. Nothing needs to be changed, just build your game on top of it.

  • I remember the first time I saw a Construct platform game where I sent the character left and he fell off the edge of the world. I didn't know what was happening and thought it was some kind of bug.

    Maybe you can remove the leftmost wall in the first platform tutorial and instruct people to reproduce this "effect." That way everyone would know how to keep that from happening in their game.

  • I wonder if an old version of construct (that uses an older version of DirectX) would work with WINE.

  • - [FIX] Crash changing objects via double clicking icons

    Hey, sweet! I just posted that to the tracker earlier in the day!

    - [FIX] 'Invalid argument' errors that sometimes come up when you click the scrollbar in event sheet editor

    Nice! I've been looking forward to this one.

    So many other nice bug fixes / additions ... too many to mention.

    Good work as usual.

    Edit: Oh, oh feature request: you can change height/width, opacity and filter of several objects at once by selecting them all and changing it under "common" in the properties panel. Could we use this method to assign a certain category to several sprites at once?

  • Okay, I'm running with it.

    I just found a bug though and I don't know if I'll be able to go any further before the bugfix.

    (posting to tracker now)

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I just noticed something:

    When you toggle an event with an else branch (something like the example below) it only toggles the first event. So it leaves you hanging with an untoggled else branch. Then when you try to run Construct complains about the hanging else branch.

    + variable lower than 3

    • increment variable

    + else

    • increment variable

    So maybe when you toggle an event the else branch would also be toggled. I guess this logic would apply to any type branch that Construct doesn't want left by itself.

    I hope that made sense.

  • So maybe I could check (Player.x)%tile_size to see when he's centered on a tile and wait to give the up/down command until then.

    Walls should work as detectors, right? I have walls underneath the white lines of the roads.

    <img src="http://img48.imageshack.us/img48/2453/screenmd6.png">

    Not at my construct comp right now so I can't try anything.

  • But after playing with the Grid behavior in this .cap, I don't really think it's suited to a Pac-Man style game anyway... Pac-Man can turn on a dime, and Grid movement won't change direction until the object has reached the grid space it's heading for.

    Okay now I know what you mean. Pacman should be able to do a 180 turn on a dime. I was thinking just about 90 degree turns. I figured I could grid movement to restrict the 90 degree turns to only when he gets to the actual corner. That way navigating the maze would be smoother. Well that part sort of worked (i.e. didn't work), but the 180 turns are a problem.

    Edit: I forgot to mention that I think with Deadeye's manual input scheme I can do the collision checking that I was talking about and make it all work.

    It turns out think was the operative word here.

    So all in all I think I'm ready to abandon grid movement, but 8 direction movement is still too clunky. I always wind up getting caught on corners. Basically I'm back to square one. Maybe I could use the new custom movement when it comes out and just focus on the ghost movement for now.

    Oh, here's the cap for the curious.