Unnatural20's Recent Forum Activity

  • I think you've got a genuine bug.

    You've got two options for getting around it, as I see:

    1, leave the official transparency at 100%, but have the image itself have an alpha of 128 (of 255).

    2, manually set the transparency at the beginning of the Event sheet.

  • There's a couple of possibilities.

    If you want the player to remain solid to bullets while the acrobatic ability is active,

    The one on my mind is, have the kinds of objects that can be temporarily not solid (on your collision layer) be different from the objects that are always solid. (e.g, SolidWall and AcroWall)

    Your Acrowall would have different animations based on direction and style; "VaultFenceUpDown" "RunWallUp".

    Then, when the player character collides with the Acrowall; if they're not in Acrobatics Mode, they just stop.

    If they're not going one of the acceptable directions of the acrowall? (Trying to cross the runwall going left or right) they stop.

    If they're in Acromode and going the right direction, then,

    (Player->8-Direction.StartIgnoringInput)

    Then, AcroWall->Solid.Disable

    Player.AnimationChange.RunWallUp

    Player.8Direction.SimulateInput("Up")

    until they're no longer overlapping the Acrowall. Then you reenable Acrowall Solids, 8-Direction input, and normal animation.

    Make any sense?

  • Set position should allow you to set to image point? and then you can pin it in place

  • System -> Every Tick | Particle -> Set Position (Enemy Head Point 2.X, Enemy Head Point 2.Y)

  • Can you include a .capx, or at least a screenshot or two?

  • I don't think there's going to be an easy solution. I suspect it will need to be hacked together, possibly using invisible sprites of various sizes and shapes containered with or pinned to the tilemap.

  • Better way for moving block back and forth is the "Sine" behavior as they gave in the platformer example.

  • They're actually called "Sprite Fonts"

  • In my case, at least, the problem is the 8kHz sample rate. Using two different methods I changed the sample rate to 16kHz, and those files were converted to ogg and and m4a correctly.

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  • According to Winamp and Contruct 2, the majority of the files I tried were signed 16-bit PCM, 1 Channel, 8000 Hz, with one at 16000 Hz. The 8000 Hz ones failed to convert to OGG, but the 16000 worked fine.

  • I've had similar issues when importing Audacity-created .wav files. I can manually create and import my own .ogg, though.

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Unnatural20

Member since 8 Jan, 2015

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