TiAm's Forum Posts

  • I love this kind of stuff...anyway, here's some titles for these gems;

    "A sim game where you cure crops ad nauseam."

      World of Roundup

    "An arcade game where you cheer up candy with unpredictable powers."

      Super Candy Psychologist!

    "A student project where you punch statues with geolocation."

      Statue Puncher: Real Life Edition

    "A god game where you bomb countries using an expansive technology tree."

      America: The Game

    "An FPS where you wrestle extra-dimensional entities in the 'nads."

      Alien Nad Wrestler 2014

    "A war game where you collect gold from clams to prevent an evil plot."

      Clam Collector: The Wrath of Briney

    "An adventure game where you go to war with priests while being torn between the forces of good and evil."

    That...actually sounds like a great idea for a game.

    Now that's freaky...

  • If your project is saved as a .caproj file, you can open up event sheets directly (they are xml files under the subfolder 'event sheets'). You can find variable names and the like this way.

    It's not a good idea to edit these directly though, unless you are very careful. For example, if you change a variable name, you have to change all it's occurrences across all event sheets. Any events you miss will be broken.

  • Damn, their site is confusing...is the competition still running?

  • Yeah, you can get some awesome effects with small tiles like 2x2 and 1x1, including per-pixel destruction (albeit at a heavy cost). However, it's almost impossible to actually select your tile, especially in a high-dpi workspace.

    Actually, I've had to use windows magnifier for this on more than 1 occasion.

  • Whoops, forgot about that trick; thanks for the reminder!

    Carry on...

  • Couple ideas here:

    1. Couldn't the 'Is Onscreen' condition benefit from render cells by only looking thru onscreen cells?

    2. Here would be an interesting new system condition: 'Pick by distance from point'. We could then specify a x/y point, a distance, and a comparator (<,>,=,etc...). This could work with/without render cells, but it would obviously be faster with them.

    3. There could also be a similar condition: 'Pick distance between', where we could define a min/max range to pick objects from (imagine a zone shaped like a torus). Again, this would use render cells where enabled to limit the number of objects that need to be queried.

    Both of these would help to process local objects on large layouts, by providing an efficient way to pick and sort thru them (assuming said objects are on a layer with render cells enabled).

  • Yeah, r191 brought an amazing number of improvements...I don't know how Ashley managed all that in two weeks.

  • You needed to assign your player as the 'listener object'; ie., the reference point for panning/doppler effects. Here's a modified capx; look for my comments by searching for Tmod:

    https://www.dropbox.com/s/qxjo50rsegdjx ... .capx?dl=0

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  • Can you replicate the error in a new project, and post a capx of that?

    I vaguely remember having a problem like this when I was learning to use the audio plugin, but I can't remember what was causing it...

  • I know. It baffles me that Apple is still making an iphone with a measly 16gb of storage and NO external storage options. I mean, seriously?

    Can you imagine a laptop manufacturer pitching a laptop with 16gb of internal storage, and no microsd/sd/usb slots?

  • JimmyTHicks

    Bitwise takes a while to wrap your brain around. It's a pretty neat trick though, and great if you want to build your own level editor.

    Minor

    Hey, thanks for posting that capx! I've got an old project I'd like to revive that has a level editor with bitwise tiles...I haven't looked at it in awhile, but I know my code isn't near as svelte as yours. I think I've got a good reference when I dig into it again.

  • Whoops <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I forgot to clear the Y vector of movement when the player overlaps the ladder. Otherwise the player is stuck in a perpetual 'jump' or 'fall'. Here's an updated capx:

    https://www.dropbox.com/s/qfaa1ghcm6h9z ... .capx?dl=0

  • 5MB doesn't seem like a lot of graphics. Most of the overhead is the crosswalk engine, and you're not going to be able to do anything about that.

    FYI, C2 re-compresses your graphics on export by default. For maximum compression, select brute.

  • Posting a .capx makes this so much easier. Use dropbox (you don't have the rep to post attachments).

    Welcome to the forums.

  • Should work. Something is wrong.

    Capx please.