SullyTheStrange's Forum Posts

  • This sounds like it would be amazingly helpful for allowing users to customize controls during runtime. Thanks very much. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Very cool, very cool! One of the hardest things for beginners to nail down is a good animation system, and yours is looking great so far. Keep it up. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Haha, thanks, didn't catch that! Works perfectly now.

  • Perhaps we can look in to an official EXE wrapper after all. But if the problems of HTML5 get fixed soon, what's the point?

    So try looking at it from my point of view: the way things are going, an EXE wrapper around HTML5 provides some disadvantages, and no advantages.

    Steam isn't an advantage? <img src="smileys/smiley5.gif" border="0" align="middle" />

  • I'm not sure exactly what I did differently from my previous suggestion, but I put that in and it works now. <img src="smileys/smiley17.gif" border="0" align="middle" /> Reuploaded it for you:

    db.tt/i3G5Ey7o

  • Perhaps you're spawning it on the wrong layer, then, if your layers have different parallax values. I can only offer blind guesses, unless you post your capx for us to look at. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • I see the problem: you're setting it so that the EXPLOSION is spawning explosions. Generally, when spawning objects it's safest to use the System - Create object action. Set the coordinates to Spinna.X, Spinna.Y, and you should get what you're looking for.

    Also, the line that says "On animation 'Explosion1.AnimationName' finished"... maybe I've just never seen that usage before, but I don't think that'll do what you want. Unless that's literally the name the of the animation. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Hey all, I was doing a little test for a "line of sight" type thing using the setup for the pole shown in the Physics - Distance joint example, but it isn't working right. I tried copying the events exactly, so I'm not sure what I'm doing wrong...

    db.tt/Khmsh9qm

    If you've seen the other example, it's supposed to line up so one end of the pole is on the mushroom and the other end is on the fire flower. But, for some reason, the midpoint is on the mushroom instead. This is probably something stupidly simple I keep overlooking... but I keep overlooking it. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • For example, if HTML5 performance gets good enough that an EXE exporter can only get a 10% performance edge, then an EXE wrapper around the HTML5 runtime should be perfectly adequate (possibly with a plugin to access Steam API features).

    Is making an EXE wrapper much more feasible than a full exporter? And if so, are you more willing to work that in more quickly?

    Again, I'm just trying to decide where to go from here. There aren't many places outside of Steam that are suited for products that aren't simple and casual, so if it doesn't look like I can get my project onto Steam, I'll put it aside and work on something else until I can. No pressure or anything, and I don't wanna sound like I'm attacking you, but... this stuff is important for us devs to know, y'know? <img src="smileys/smiley5.gif" border="0" align="middle" />

  • I'm still looking into all of the details of it, but I'd be most interested in getting my game onto Steam. I could be wrong, but the things I'm seeing so far seem to say that your game needs to be an executable file for you to do anything with the Steamworks API. Again, I could be wrong, and I'm still actively reading through more information in hopes that I am.

    Steam is nearly synonymous with PC games, especially indie PC games -- if executables are necessary to get a game onto it, that's a great reason in my opinion to get that option out there.

  • I know this isn't something you guys at Scirra like to be badgered about often, but... I'm sort of at a crossroads right now, and to put it simply, the answer to this just might impact what I devote the next year of my life to. Not that that affects any of you much, but it's worth noting. <img src="smileys/smiley17.gif" border="0" align="middle" />

    I guess to reword it, my question is: if all goes as planned, will it be implemented within one year from now?

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  • If the problem is what I think it is, you should use what they call a state machine. Have a private variable for that character called "State", and use it to control animations. Like this:

    On button pressed

    Set State to "attack"

    On "attackAnimation" finished

    Set State to "stand"

    If State = "attack"

    Set animation to "attackAnimation"

    If State = "stand"

    Set animation to "stand"

    See what I mean? It's really handy for controlling things, especially when you have more and more animations to cycle through.

  • In the events where you say "On right pressed - set Player angle to 0" and "On left pressed etc etc", add a condition that says "Player - Animation doublejump is NOT playing". That way, you'll still face the same direction during that animation.

  • I found the problem -- the event that says "Card - Spawn card etc. etc.". If you set text to display the number of cards, you'll see it's actually spawning in powers of two; 2, 4, 8, 16, 32, 64, until it reaches THOUSANDS of cards spawned in the same spot every time you click. Hence the slowdown. <img src="smileys/smiley17.gif" border="0" align="middle" />

    You can fix it by switching out that line for "System - Create Card at Mouse.X, Mouse.Y". Accomplishes the same thing without that messy situation!

  • I'm in the process of making (what I hope to one day be) a commercial game. From all of my C2 experience so far, it's generally a question of what YOU can do, not what Construct can do.

    In other words, yes, Kyatric's right. <img src="smileys/smiley4.gif" border="0" align="middle" />