tenpoundpixel's Forum Posts

  • 6 posts
  • <img src="http://dl.dropbox.com/u/5678259/8%20Bit%20Bastards/preview.JPG" border="0" />

    Still need to pixel-trace the animatics later on. Currently trying to flesh out the controls but I've gotten most of the special moves to work along with the lane shifting.

    HUD is just an overlay at the moment, I'll get it functioning later on when hostiles are implemented along with hitbox spawning. Gonna test shinkan's solution to control registering issues tomorrow. D:

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  • I'll give that a shot later, sounds like a good alternate solution to the problem at the moment.

    Many thanks, shinkan!

  • Are there any plans on adding a function to CC where the game window will remain frozen when running in the background?

    I noticed my .exe still registers any "Control Down" commands while I'm typing something outside the game and it can mess up certain variables I've got set up at times. I think it'll also make it possible for any hostiles to attack a player character while the game runs in the background.

    I don't know if there's any big demand for such a feature but having it would be nice if possible. Unless there's a method I'm not familiar with that can do just that.

  • Damn, I was afraid there'd be no fix to this, every other .exe I've tried has the game always running in the background whether it be fullscreen or windowed mode.

    Anyway, thanks for the input.

    edit

    I've tried to see what exactly was causing the issue and it seems to point towards the "Control Down" condition. If you use "Key Down" instead, the input doesn't seem to register when the window is in the background.

  • I'm not sure if this question has been asked before but a search for anything regarding "window" or "pause" led to nothing.

    My problem is that my game still kind of registers controls when I tab out or have it running in the background, along with that, the game still runs completely while in the background shown by the fade-in and fade-out I implemented on a sprite object still functioning while the window isn't focused.

    What I would like to know is if there's any way to make the game process pause itself while the window isn't focused? I tried fiddling around with the Window object but nothing seems to work and I can't find any settings that help within the Application Properties.

    Any help would be much appreciated, thanks.

  • I'm trying to build a beat-em-up similar to Guardian Heroes from the Sega Saturn or Panzer Bandit on the PSX and these work via multiple lanes, that is instead of being able to move up or down one wide lane like in Final Fight or Streets of Rage, there's two or more lanes which all act as a 2D field where you can move left and right along with jumping and crouching.

    I've tried what Daiz recommended in scirra.com/forum/ignoring-collision-from-one-layer-to-another_topic40099.html and that kind of got the lane shifting mechanic working except that it seems to apply globally to anything with a platformer behaviour (if any other players are around, they'll probably shift lanes too).

    Is it possible to have an object ignore families or other objects with a specific attribute? That's the only way I can see this working right so that the players can shift lanes and if there's any enemies on lane 2 and the player is on Lane 1, neither one will be able to affect the other.

    If there's a better way to achieve what I'm trying to do, I'm all ears too. I'm pretty new to Construct and I'm open to learning how to use it better.

  • 6 posts