Steven's Forum Posts

  • LukeMarkBrady Here is an example of what I was saying.

    dl.dropbox.com/u/1487524/Scirra/LineExample.cap

  • LukeMarkBrady You don't need two hotspots. hotspot 1 for the origin point, and from there you set the width to the distance from the origin point to the mouse[distance(values in here)], and the angle from the origin point to the mouse[angle(values in here)].

  • I, so far cannot find exactly what is going on. However, the reason the animation is stuttering is because it is not checking the ground properly, probably something to do with the collision mask. Which is probably causing your problems. The jumping and falling animations also do not have collision masks.

    dl.dropbox.com/u/1487524/Scirra/Problem.cap

    What I recommend is that you create a separate collision sprite. Then set the animated character to that sprite with an always condition. You should also change the tiledbackgrounds you use for collisions to sprites.

    Give that a go and see if it helps, let me know either way.

  • Hey guys.

    This is a request to anyone that has access to the RTS behaviour source. I really want to make use of it, but the cell sizes are 10, 20, 30 etc, where as the rest of game development is based on power of two sizes, 16, 32, 64 etc. If it isn't too much trouble to swap the values out.

    If anyone could suggest reasonable alternative pathfinding methods I am all ears too. :)

    *Tried editing the topic title to be more descriptive*

  • It displays the second frame first, because it is set to animate. You need to turn the animation speed off in the animation properties.

    The main problem you have is that 'on click' is read over the two events. It checks the animation frame, sets the animation frame, checks the animation frame and sets it back to the first.

    Here is one way around that, manually checking that the button is released between events.

    dl.dropbox.com/u/1487524/Scirra/SpriteTransition.cap

  • First of all, the default behaviours handle multiple players. So that is an option.

    Otherwise, try using a 'for each object' event instead of an 'always'

  • Nilesh - Well, what was it?

  • The particle emitter objects display zoom ratio is thrown way off if you have a grow parameter other than 0.

    dl.dropbox.com/u/1487524/Scirra/ParticleBug.cap

    Is anyone able to have a look into this one?

    <img src="http://dl.dropbox.com/u/1487524/Scirra/ParticleGrow.jpg" border="0" />

  • Lucid - I have a feeling this is where the larger issue is, baring anything drastic in the transition code. The events for layout 2 start running on layout 1, at the start of the transition where there can be discrepancies, Objects that are not present on layout 1, equations that won't work, code that doesn't make sense out of context. Most of this just gives poor outcomes like the sprite colours being wrong in my example, but what about events that can't handle being wrong?

    Your modification effectively works around the issue. I ran into it years ago and am now capable of skirting it in other ways, but seeing as you were interested in taking a look I thought it might be helpful to have this example.

  • dl.dropbox.com/u/1487524/Scirra/TransitionsBug.cap

    Here is an example Lucid.

    I have found that the transitions break start of layout events. It runs the events from the second layout when the transition starts.

  • Anything up to 6 hours I guess. Most game can't hold my attention beyond this sort of time limit. But then there are a lot of people that like really long games.

  • Any layout you are not on practically doesn't exist. It is certainly not running anything.

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  • I am not sure if you are meaning to imply that you saw and extraterrestrial alien device/creature when you say UFO, or just that there was an event you feel was unexplainable.

    If it is the second then that is quite reasonable, but you must remember that something that is unexplained(by your understanding or perspective) does not mean that it is ultimately unexplainable.

    However.

    GOOD thing than that I, and all the 4 witnesses wrote down our accounts without speaking to eachouter the very same day

    While this action mitigates the memory issues, it doesn't account for the other ones. More over it reinforces my belief that you have the predisposition and desire to believe in supernatural/unexplainable events. You have basically quoted rule number 5 of MUFONs "Ten things you should do if you encounter a UFO" FAQ page.

  • Human memory is exceedingly malleable. Given days, months, years, let alone 20 years, a minor optical illusion can grow into quite a story.

    That combined with general misconceptions, cultural and belief predispositions, poor levels of education, drug use and straight out desire, makes eye witness accounts less than reliable.

    This is why anecdotal evidence isn't really worthwhile. Certainly not to prove anything as extraordinary as extra terrestrial life and or visitations.

  • Put the key presses that control the left and right movements under a 'is not edge climbing' sort of event.