vtrix's Forum Posts

  • here you go,

    if you swith between two "s" actions one will work the other not

    testcase

    typos - text mistake

    typos

  • hmm just tried it again, same dialog

    link

    dialog

    im on vista 64

  • im only stating there is a nicer solution, instead of the temp dialog

  • yes, just open a capx from the website, change something in the file en ctrl-s should reproduce it, for me it does

    to be sure:

    i use this link

    link

  • Hi Rex!, i do have it in a good working state now!, there is still a bug i think with the advance sprite save all instances is not working compared to the normal save all instances,

    again, great work i will continue working with it and let you know how it goes..

  • i had a temp capx open and was working in it and at one point i ctrl-saved

    dialog box ....

    message:failed to move .capx.tmp to .capx!

    i was thinking it crashed, but i after clicking ok i could do a normal save,

    if something like this happens i think it should instantly know you want to save to a new file

  • Hi Rex i continued my spritebank tryouts, it seems it doesn't load the current frame correctly, it will for example load the right size but not the frame, it also need a refresh to initiate the instance(the size or angle for example)

    here is my testproject for easy testing

    testproject

    i want to achieve that all instances are saved and then put in there original status, im not there yet

    you can swith frame with up and down keys, and some more options are in there

  • on collision polygon for physics there is an option for circle collision, but if your object is multiframes with different shapes, every frame should have this option, i hope this is on the todolist

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  • i changed is down to on pressed, and when not down check for overlap

  • not sure its the best way for this, but i managed to get it to a better state

    link

  • thanx for the fix rexrainbow, gonna try some new things to break it :))

    if all goes well this definitly simplefies my code to zero :)

  • i created something like that in classic, a doodlejump clone :) but it created it totally random, i made it spawn a platform on a counterinterval only when the platformcount was lower then a certain number, so i knew there where only so much objects in the game constantly, and ( also destroyed them when too far from the player, i dont know how far you can go with a premade level, i also thought of some kind of levelblocks that where randomly put together, so you have a premade levels but still some randomness , but never implemented :)

  • another testlink, this one is even stranger,

    create some objects, press s for save and then x for destroy a couple of times, all objects will destroy, even objects that are not in the family

    http://dl.dropbox.com/u/61666915/destroyobjects.capx

  • heres a link to my testfile

    http://dl.dropbox.com/u/61666915/spritebank.capx

    you see that the subevent is not executed on pressing s ...

  • hmm strange i was doing an onkey event > save data and destroy objects, but any action after the saving wasnt executed, i will see if i can get you an example or have a closer look