superpowerjoe's Forum Posts

  • oh yeah, sorry. i shoulda in the first place

    example cap

    nothing facy at all.

    i get the feeling i solved this once, but cant remember.

    what i'm aiming for is being able to tap the move button and just move 1px, you know being able to control movement down at those low values.

    sorta like in super mario bros, how you'd tap the left or right to adjust yourself so that you're just right on the platform.

    hope that makes sense

  • how to do this?

    for example, i find that if i set it to move 1px at a time, it is still randomly moving like 3px instead.

    please help.

  • is there a change of anyone creating a sound plugin for IXMF?

    midi.org/techspecs/xmf/ixmf_art1.php

  • oh, i thought that method had been deprecated.

    i tried it out, and when using "set size" it seems to screw certain scanlines,

    however when using "set client size" it seems to work fine.

    i'll continue testing.

    thanks for the info though

  • I know this has been discussed before, but i really havent found any conclusive solution.

    what's the right way to do this in Classic?

    basic explanation: do the same as video x2/x3/x4 zoom that emulators have.

    display for example a 256x256 game in 512x512 stretching each pixel 2x2

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  • I've been trying all day and cannot get this to work

    i also tried exactly as it is in the InputSystem examples.

    what i think happens, is that whenever it saves it just adds to the already existing text, and then loads the beginning of it and disregard the rest. i DID add the file delete action, so i dont know.

    this is the same as the example

    + Button_Save: On Button_Save clicked

    -> File: Delete file "InputSystem.cfg"

    -> Binary: Write string InputSystem.GetControlConfigData

    -> Binary: Save to file "InputSystem.cfg"

    + Button_Load: On Button_Load clicked

    -> Binary: Open file "InputSystem.cfg"

    -> InputSystem: Set control configuration data to Binary.ReadString

  • Hi

    I'm having a hard time calculating the actual algorith for the jump here.

    so far i've be using the usual: reducing the max vertical velocity by a stable amount.

    basically what i want to do is is have a jump with 128px height, which takes 64 frames to go from base to top to base again. i've got a frame rates of 30fps

    horizontally, when moving at top speed it goes at 4px per frame, that 120px a second.

    i want so that if going right at max speed, and the full jump height is realized (holding down the jump button), the trajectory should be an arc, or the top half of a circle.

    can anyone help me determine what starting and final acceleration/velocity i should have? and at which intervals i should decrease it?

    btw, the way i'm working it having Gravity be a constant, ALWAYS,

    and vertical acceleration always present, *when at ground it is the same as the gravity. * when falling it is 0, *and when jumping it is which ever amount we will determine, reduced at space intervals.

    THANKS!

  • you guys were right, apparently it WAS the keyboard,

    strange since it's a laptop keyboard,

    i looked for the drivers if that was the case but couldnt find them.

    i tried with an usb keyboard i have and it worked just fine.

    i have yet to try with other games.

    i did try the plug in, but it didnt not detect my input outright!

  • it might just be me, perhaps my events are wrong.

    but the game seems to only register a max of two keys at a time.

    for example:

    instead of directly using if key is down -> move.

    i'm storing key states as variables, such as

    *if key is down -> set global variable input_key_name = 1

    *else = 0

    and then, say i have LEFT RIGHT RUN JUMP

    • if i'm pressing right + run, and press jump, it wont jump,
    • but if i release either right/run, it WILL jump,

    and so on.

    can somebody shed some light into this for me?

    THANKS

  • that is just because once the energy = 0, the life is lost

    BUT you need to set energy = 100 for the new life!

    or the counter will keep loosing lives if energy = 0,

    so it will go: lives 3 -1, 2 -1, 1 -1, 0, and you will only see 3 -> 0

    where it says "if the life counter is ON, lose 1 life, turn life counter OFF"

    add: *set global variable 'energy' to 100*

    but then what happens is, you lose a life,

    the counter shows 2, and energy 100, but no plane!

    because you destroyed the plane a forgot to create it again!

    you can either spawn a new plane at XY, or just move it XY and not destroy it.

  • btw, i redid the layout and it seems to work just fine now,

    thanks again

  • oh, silly me, i misunderstood you and kept checking for families,

    i switched to the solid attribute, and though it didnt work on the current project, i tried reacreating it in a new file, and it seems to work.

    i've uploaded the new example - dl.dropbox.com/u/45834687/wallgun.cap

    btw what is the practical difference between attributes and families?

    anyways, thanks tulamide, always so helpful!

  • do you mean families?

    yeah i have the solid objects into a "solid" family.

    and what i did was:

    bullet on collision with solid, destroy.

    but it still destroys all other instances, did i miss something?

    on the bullet expressions i only get compare speed, exceeded range, and step

  • alright,

    so i have wall mounted guns / cannons,

    which shoot at given time intervals.

    i want to make them so that when they hit a solid object, the bullet will destroy.

    it works, but it also destroys other instances of the bullet,

    how can i avoid this?

    and make it only destroy the instance that is overlapping/"collisionig"?

    thanks

  • hey, i added the life meter.

    dl.dropbox.com/u/45834687/lifemeter.cap

    i explained what i did and how it works in the event sheet.

    i used a tiled background instead of a sprite,

    it repeats vertically and horizontally, so you need to keep the height normal, and take the normal width, and multiply it by the number of lives.

    at first i added a check to see if you had more than 0 lives, but at the end i dont think you need it, but i forgot to remove it.

    what you need to do is make the plane respawn after dying.

    i think it should work

    if you have any questions let me know, <img src="smileys/smiley2.gif" border="0" align="middle" />