Yarfapet's Forum Posts

  • Making a object global carries it to each layout after the first layout it's in (That is, if you put a global object in layout 2, it appears in layouts 2, 3, and beyond). The thing is, if you put a character in each layout, then those guys begin to add up. Suddenly, the camera is centered...between them all. At least, I believe that's what may be your problem.

    If so, instead make a object that the character is moved to at the start of each layout. Also throw up an even that checks if the character is in the level...if not, make one.

    Of course, that's not your problem however, you may need to elaborate a bit more.

  • Um isn't the code a little redundant?

    I mean, you'd get the same results if you said

    Left mouse button is down

    Every 400 Miliseconds

    And make the actions for that the ones for Event 3

    And you wouldn't need a private variable.

  • Do you want something like this?

    http://dl.dropbox.com/u/10316081/circle.cap

    You will need

    Disk Effect: tulamide

    Alpha Inverse effect: Made just for this

    http://dl.dropbox.com/u/10316081/Alpha%20Inverse.fx

  • Something like this?

    http://dl.dropbox.com/u/10316081/eyes.cap

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  • I'm not even sure what I was thinking when I made this, it seemed...nostalgic. The only object you're seeing is the canvas. Feel free to do whatever the heck you want with it. Also, Christmas colors for the holidays.

    http://dl.dropbox.com/u/10316081/drawpixel.cap

  • I don't think that'd work.

    As an example generate a random value:

    0-30 -- 50% of the time

    31-60 -- 35% of the time

    61-100 -- 15% of the time

    not necessarily that but something similar.

    What about something like this.

    Generate a random number between 0-190

    Send to a private variable

    If Equal to or less than 90-Divide by 3 and round

    If between 91-150- Subtract 60 then Divide by two then round

    If Greater than 150- Subtract 90 then round

    I believe that should give you

    0-30 -- 9/19 of the time

    31-60 -- 6/19 of the time

    61-100 -- 4/19 of the time

  • I'm currently in the middle of a neat little 3D project, but I've run into a snag. I've run into a an issue where I can't introduce both a "world based" pitch and a "camera based" pitch. If I try simply adding the two pitches, the moment Yaw is introduced (From the "camera") it starts to screw up. I figure if I had two pitches I could remedy this problem, since the "world based" could occur before and the "camera based" afterwards. Any suggestions? I can post what I have so far if needed.

  • It's not that hard to do physics based bullets. Do you want something like this?

    http://dl.dropbox.com/u/10316081/phymachgun.cap

  • Don't laugh with a webcam we MIGHT JUST BE ABLE TO DO THAT

    Ok it would probably require a custom plugin but still.

    Probably wouldn't be too hard. The only info you'd really need for something simple is the average brightness of the picture feed. From there, you could adjust the brightness of the room, or create a shadows that responds to the light feed.

    For something a bit more complex, factor in webcam position and split the average brightness into smaller sectors.

    I'm no programmer however, so I might be making it sound a lot simpler than it is.

  • Don't use or. It's buggy and can cause crashes.

    Are you talking to me, him, or both of us?

  • You'll need to toss in a "trigger once when true" condition. (System object)

    Each second of game play has around 60 frames of game play (Actual numbers can vary).

    Each frame, your game goes through your whole event list

    This means it checks to to see if your conditions are true around 60 times a second

    If your events don't limit how often they activate, they will rapidly repeat

    In this case: creating a rapidly repeating sound.

    P.s.: You don't have to make a separate condition for both Frames 4 and 10

    You can write

    On animation frame: 4 or 10

  • The problem is that the event for play sound is triggering every single frame that your character is on the ground and walking. To get the right tempo add the following conditions to the event.

    Play only on animation frames that the foot hits the ground (You'l have to figure this out on your own)

    Trigger once while true (System even, place at end)

    or

    Every 400 miliseconds

    (If you want to be quick)

  • Woohoo! 18.8!!!

  • Nice program, but as Krush said, over-priced. I have actually used Crazy Talk 6 before, used it for about 2 weeks, never touched it since. Might try out the demo though.

    Seriously though, a video game with a multi-million dollar budget almost NEVER costs more than $50-60. Yet as soon as you go into apps, suddenly any garage coder can charge out the buttox for some program that obviously didn't cost nearly as much time and money to make...and get away with it.

  • Thank you. Might I ask if you know what version the .cap was saved in? I've tried 4 different versions or construct which either crash or are too old.