SullyTheStrange's Forum Posts

  • What do you mean it doesn't accept them? What does it say when you try to?

    They aren't text variables that you're trying to stuff numbers into, are they? <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Not sure what an APK is, but for the others... it will usually go slower. <img src="smileys/smiley5.gif" border="0" align="middle" /> But the tech is changing all the time, and it only gets better and faster from here on out.

  • You could use the Werewolf object's "Compare X" rather than the System's "Compare two values". So you could rework that to say "Werewolf: X < player.X+96" and "Werewolf: X > player.X-96". That should give you the same effect while referring to individual werewolves instead of all of 'em.

  • No prob! Hope the easy fix works. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • There's a System expression "For Each" that almost always solves problems like these. Basically, take all those events dealing with werewolves, and make them subevents of a single "For Each Werewolf" event. If that doesn't work, I'll take a closer look at what could be going wrong there. But it should work. <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Gah, I hadn't even thought about the bugs. I'm developing a serious game so I definitely want to stay away from beta releases (I'm still on r95) but those dang shader effects... I've been waiting so long to play with them. <img src="smileys/smiley19.gif" border="0" align="middle" />

  • Hahaha no need for that! I'm just glad to help, I always forgot to set that to Yes. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • I'm still on r95 and don't feel like upgrading so I can't check for sure, but did you select "Yes" for that layer's property "Force own texture"? Just a random guess, since I don't even know how your Fog of War works, but not doing that usually gives me some unwanted gray boxes. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Solid 60 FPS in both versions when my laptop's plugged in, in power-saving mode it's 60 in the browser and 45-ish on desktop.

    Let's see if I can remember my specs:

    Intel i7 2630QM

    NVIDIA Geforce GTX 560m (2GB)

    8GB RAM

    and it's an Asus G74SX is you were curious, also a year old.

  • I guess it relies heavily on hardware acceleration, since my gaming laptop has absolutely zero issues with it, in browser AND on desktop. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Unfortunately, I have just about zero experience using Construct's physics engine, so I'm not really sure what's happening there. <img src="smileys/smiley5.gif" border="0" align="middle" />

    I'm sure someone here could help you out, though.

  • For Step 1, add an event that compares the X value of the werewolf and the player. If Werewolf.X > Player.X, that means that the werewolf is farther ahead than the player and should turn left. If Werewolf.X < Player.X, that means the werewolf should turn right.

    For Step 2, just have him move forward once you set him to the right direction.

    Lemme know if you need more explanation or an example or something, that wouldn't be a problem. And don't hesitate to ask for more help, we love helping out around here! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Ahhh, I see why. The seed bounces! <img src="smileys/smiley4.gif" border="0" align="middle" />

    You have it set so that it grows a sapling when it collides with the ground; it just so happens that it hits the ground and bounces twice, resulting in THREE saplings instead of one.

    SECOND edit: Wait a minute, I didn't even look at that "Next" variable. That does the job I just described before... Oh, the problem is that you should add 1 to Next BEFORE the "Wait 1 second" action. Then it works.

    Edit: I gotta say, I'm curious about where you're going with this project. Mind throwing us a few details? <img src="smileys/smiley2.gif" border="0" align="middle" />

  • You can either use events to control the movements of characters and the camera, or make the cutscene in a separate program, host it online, and stream it using the third-party Video plug-in (http://www.scirra.com/forum/plugin-video_topic46310_page1.html).

    Those are the options as I see it, pick whichever one you feel most comfortable with. Of course, if you use the plugin, remember that you can't upload it to the Scirra Arcade!

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  • Wow, I'd never heard of Steam Greenlight before. That sounds pretty great! I honestly don't care all too much about achievements or any extra features -- I mean, it'd be great to have them, but releasing without them is better than not releasing at all.

    Would we NEED to incorporate their API to release it? Not sure how that all works.