deadeye's Recent Forum Activity

  • I wouldn't worry about it too much. looks like someone brilliant added a little surprise for the next build.

    They did? I see nothing in the next changelog.

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  • This game does look really pretty. Unfortunately I don't have my 360 any more

  • Not a bad start.

    I agree with Minor, there needs to be a way to recover your position after hitting a wall. How about you very slowly over time move back towards the center of the screen? Or perhaps there could be special pickups here and there that you can jump and collect that will give you a momentary boost back towards the center of the screen...?

    Also, "Hit R to Restart" should start a new level immediately instead of going back to the menu.

    This was hard to play because of Sticky Keys. If you could change the jump button to the Up Arrow, or some other key, it would make me a very happy person.

    Any PC gamer worth their salt will turn off Sticky Keys

  • how to get second object(objectB) in "is Overlapping (advance)"

    + System: Green (Pick) and Blue (Pick) are overlapping[/code:3juau27c]
    In "is Overlapping (advance)", it can pick two object( objectA= Green, objectB = Blue). 
    I can't identify objectA and objectB in action if I use the same object in event like that
    [code:3juau27c]+ System: ball (Pick) and ball (Pick) are overlapping[/code:3juau27c]( objectA= ball, objectB = ball)
    
    Here is my test cap file
    [url=http://dl.dropbox.com/u/5779181/collision_pair.zip]http://dl.dropbox.com/u/5779181/collision_pair.zip[/url]
    

    If you want to detect collision between two objects, and get the UID of each of those objects separately without using the Family Trick, then you can do so with this method:

    http://dl.dropbox.com/u/529356/Construc ... orting.cap

    It's a little more complicated, but it doesn't use families or advanced overlapping.

    It does use some global and private variables to keep track of which objects are being sorted during collision though. Anyway, I commented it so have a look, and if you have any questions feel free to post them.

    Also... there seems to be a bit of a bug where multiple collisions are registering at once for the same two objects colliding. You could add some events to make sure that only one collision is registered to compensate for that. BUT it is getting the UIDs of either colliding object correctly.

    Also, the way it's set up right now, the object with the lowest UID will always show up first in the output list. This is due to sub-event #9, which assigns the order in a loop based on UID ascending. You can change the way the balls are selected to make that more random if you need to.

    Anyway, hope this helps.

  • I tried to watch it but apparently it's not avaible to view in britain.

    Oh, the irony

    I thought they showed the Daily Show in Narnia... weird that they wouldn't allow you to see the videos for it.

  • I saw on the Daily Show that something like 80% of Brits didn't give a toss about the wedding. That was apparently quoted from an Australian newspaper though.

    The video in question:

    http://www.thedailyshow.com/watch/thu-a ... -in-london

    Favorite quote -

    Man on Street: *long string of curses*

    John Oliver: "Having said that, it's a magical day and we're all looking forward to it, right mate?"

    Man on Street: "No."

    Anyway I've just realized I myself have become mired in this royal obsession through the simple act of trying not to be... perhaps it's best if I just go back to ignoring it

  • Right, yes. I did what you just said, and the result was as you say, the height is wrong.

    The original reply I made in this thread will fix that issue, because the Set Client Width and Height will ensure that the viewable area of the window is exactly the size you designate.

    As for toggling the caption and frame at runtime, no you still won't be able to do that, at least not yet.

  • Yep, I realized that after posting that reply. I'm just going to go ahead and lock this thread, it's ancient history.

  • Oh wait... you're manually resizing the window to fill the screen? Huh. I guess I don't see the point. Why not just use the Maximize action for the Window object? Or maybe I'm still missing the point of what you're trying to do

    Anyway, yes I suppose I see what you're saying about the Y axis being squished. The only real way around that I suppose is to create your own custom zooming algorithm that changes the Y zoom ratio, but it sounds like you're on the right track with that anyway.

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  • Calculating an arc like that requires some fairly decent math knowledge. Here is a little interactive Flash presentation on game physics that might point you in the right direction (the stuff about arcs is towards the end):

    http://www.rodedev.com/tutorials/gamephysics/

  • No, there is currently no way to do this unfortunately.

    But there is some good news. The next build of Construct 0.x has a new feature that will change the window size properly:

    [quote:1vmtaff4][ADD] Window: Three new actions (Set client width, Set client height, Set client size). These allow to set the window's dimensions based on the desired client's dimensions (e.g. 'set client size to (640, 480)' makes sure your desired game frame is 640x480 even if caption is selected, whereas 'set size to (640, 480)' is setting the outer boundaries of the window including caption bar and frame to 640x480, leaving less space for the game frame) (tulamide)

    I'm not sure when the next Construct build is being released, but it should be some time soon.

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deadeye

Member since 11 Nov, 2007

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