Steven's Forum Posts

  • Cheers Davioware, I have not come across this clamp option before. I can;t wait to add this into my game Just need to get through 3 more days at work.

  • What kind of triggers are you trying to make?

  • Hey guys, just wondering if anyone has a good method for using timedelta to move a sprite a specific number of pixels? I have created some spikes that move back and forth, accurately, but it is based solely on timing. Which breaks if i try to adjust the time it takes for the spikes to emerge/retract etc

    I would really like some sort of precision, having a sprite move from 0px to 32px for example.

    To calm those who have helped me with timedelta in the past, I am very comfortable with timedelta as a whole, just looking for a little precision.

  • Very pretty Candescence, I do very much like that sort of view point for graphics.

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  • Thank you guys! Cheers for the fixes for that wall jump bug too Davo

    Now if only i didn't have to go to work today... Oh well, 4 minutes to try the new build out.

  • Stability is good, aside from the bugs that have cropped up recently. The one i had is fixed with the next build. There is some outstanding issues with air deceleration at the moment, not sure if that one is fixed in the next build though. Those niggles aside however, I push it in all sorts of directions and it is a trooper.

  • Solid 60 fps

    quad core 2.67

    4gig ram

    ATI radeon hd 5700

    I have a little program called enb series(made for gta san andreas, which i use to make tomb raider anniversary look spectacular, and it is actually running on this as well Lucid.

  • Just wondering if you know this or not, but your host there is telling me(and probably everyone) that your file has viruses in it, which will turn people away.

  • The layer with your character on it needs to be set to 100%

    Perhaps you have more than one object trying to be the center. Have a look at your other objects. That is all i can really think of without seeing your cap. Hope that helps.

  • I made an example this morning, and found why it is not working. I am also running late so forgive the short post.

    So in the example, you have the timer counting up if overlapped, and counting down if not. It also triggers another value at 5 seconds which lasts until the value has counted down. There is not collision change in this example because that was the problem. With no collisions you can't overlap objects with it.

    http://dl.dropbox.com/u/1487524/Scirra/ ... xample.cap

  • If you have the layer the character is on set to anything but 100% on the scroll x rate and scroll y rate then this will happen, yeah.

  • Cheers David. The bug tracker is a bit of a pain to post to, but getting that email saying my bug has been fixed is sweet payoff

  • Ok, when you set a private variable you don't need to use Timedelta. Only when you want it to change over time. The collision event would take care of the picking issue.

    So,

    Cursor overlaps Target - set timer to 5 This will only affect the sprites that are overlapping, after this line we are working only from the timer variable, so only the sprite with the changed variable will be affected.

    Timer is greater than 0 - Subtract 1*timedelta. This will bring Timer down 1 every second

    -Change collisions

    -Change colour filter

    Timer is less than 0 - Set timer to 0 - I don't know if this is needed without running it, but i think timedelta will run down below 0, so just in case this is here to lock it to 0

    Timer is equal to 0 - Change Collisions

    -Change colour filter

    TARGET value TIMER greater or equal 1*TimeDelta, system TARGET add attribute 'solid'. Target subtract TimeDelta from TIMER

    TARGET value TIMER less than 1*TimeDelta, system TARGET remove attribute 'solid'

    I believe this is where your problem is coming from. You are subtracting until it is 1, not below it. You condition to change the collisions comes when it is below 1. Have a look at that variable in your debug run.

  • I do this sort of thing all the time. It can be done in the same event, the order of the events is important.

    Ball collisions with Brick - Bounce ball

    • Destroy brick

    Now, the bricks need to be set to solid for this to work also.

  • Hey guys, just took a look at your .cap Minor and was able to simplify this down to one event. Saves on having to reverse the gravity and controls etc.

    This is saved in the latest build of the construct 0.99.85

    http://dl.dropbox.com/u/1487524/Scirra/CeilingGrab.cap

    If you can't open it, the line goes like so

    Player1 "Move Up" is down

    Player overlaps at offset y-1 ---- Player set vertical speed to 0

    As a side note, the latest builds of construct(potentially unstable) are posted here:

    The one on the main page is the latest stable build