SullyTheStrange's Forum Posts

  • Yeah, not nearly as complex as a full game, but still! Gotta give you props. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • It's a black screen in Chrome, but it works fine in Firefox 10.0.1. (Except, for some reason, it's aligned to the top left of the screen rather than the center, did you do that on purpose?)

    I can't really help any more than letting you know that much... Good luck getting it working. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • List your system specs. Operating system, graphics card, which browser, the whole shebang.

    One thing you need to remember is that Ashley is just one guy, and there's a looooooottt of different computers out there. The update obviously works for many people, if not most; there's no way he can ensure it works for absolutely EVERYBODY. But if you tell him what system you're running, it'll be that much easier to diagnose.

  • That's pretty great. I always figured programming chess would have to be incredibly tedious... Was it as bad as it sounds?

    Either way, it's really fun. I suck at it, though, so maybe I'll leave it up to everyone else to thoroughly test it. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • I whipped up a small example to test a solution for you. It looks like it works, so hopefully it's what you're looking for. <img src="smileys/smiley1.gif" border="0" align="middle" />

    db.tt/FmppZj3f

    I placed a bunch of invisible squares around the smiley, each with a private variable called "Visible". When the TouchPoint object overlaps each square, its variable gets set to 1 -- meaning it's now visible -- and added to a global variable keeping track of how many can be seen. When it's over a certain number (right now it's set to 22, out of 24 squares total I think), you can say that the smiley itself is now almost completely uncovered.

    Of course, the finer details are up for adjustment. You can change the number of invisible squares, or their placement, or how many need to be uncovered before you declare the smiley itself visible. Lemme know if I didn't explain it well enough. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • A "replace ____ with ____" feature is on the to-do list from what I remember. If all you have to change is graphics, why change the object at all? You can just swap out the sprite for the current object and spare yourself the trouble.

  • Maybe they don't want to tackle a big game because features like that aren't in place yet... I'm partially in that boat, myself. No rush though!

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  • In the object's list of animations, click the animation you want to change and then look at the property bar all the way to the left. You'll see some settings to change there, including animation speed. Change that to 12 and you're good to go!

  • If there was a possibility of exporting a capx to Classic, there would be no problem and all problems would cease to exist.

    If you're suggesting that this should actually be made, I hope you realize how utterly impossible that is. It'd be like being able to convert C++ code to Java -- they're too different languages, despite their similarities. You simply can't switch between them like that.

  • Ashley to the rescue! Brilliant work, mate, absolutely brilliant...

    And thanks to you too sqiddster, who knows when this would've gotten fixed if not for your campaign to make it happen? <img src="smileys/smiley36.gif" border="0" align="middle" />

  • One of my future projects was going to experiment with this, so I'm looking forward to seeing what you come up with. Good luck! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • So it does indeed work! The tough thing here is... I don't really understand that stuff. <img src="smileys/smiley36.gif" border="0" align="middle" /> I'll be using these techniques for a lot more than just walking animations, and I'd rather stick to what I'm comfortable with for all that.

    If it's literally impossible to do it the previous way, I'll force myself to learn how to effectively use lerp and sin and all that good stuff, but if it is possible I'd rather use that.

  • Kyatric, apparently you can't actually set it to negative and change the orientation yourself. At the same time, if the sprite is mirrored and you try to set the width, it cancels out the mirroring. So essentially it seems the two can't work together at all.

    If anyone else who looks at the capx thinks they have a better way to do it, by all means take a swing at it! I just don't think it's possible to do that way.

  • I was going to say don't worry about it, since Animmaniac's fix works, but after porting it into the full project, I just realized that it actually doesn't... <img src="smileys/smiley5.gif" border="0" align="middle" />

    Alrighty, explanation time. The ninja, as you see, is just a blob, so most of his animations are him bouncing around like a cartoon ball. The previous animation system used frames to do all of this, but the new one uses far less frames and instead stretches and squishes him by changing width/height with events. Unfortunately, that makes it a lot more difficult to use mirroring; since that works (presumably?) by making the width negative, if you use "Set width" and set it to a positive number, it messes things up. I couldn't get that working right, so rather than use mirroring to make him face left, I used a second frame and flipped it in the editor.

    This is the basic animation system, with everything but walking and turning cut out. Hopefully you'll see what I mean:

    db.tt/UCWRhbcs

  • It certainly is convoluted, but like I said in the first post, there's a reason for it. It's hard to explain... trust me on this one. <img src="smileys/smiley5.gif" border="0" align="middle" />

    It's not like it's THAT much more complicated anyway. No big deal!