deadeye's Recent Forum Activity

  • lmao what?, im canadian and that makes no sense to me

    Oh, did they move Canada to northern UK while I wasn't looking?

    Canada isn't the only place that's north, you know

  • CPU ***** is right. I get around 10fps with only 2000 grains of sand. Which if you think about it isn't really all that much considering there are 102400 pixels in your 320x320 app alone.

    I tried bogging it down to 1fps but I gave up around 6500 grains of sand (was about 3fps).

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  • LOL totally forgot I had typed that post!

    As for the meat squares one of the actions I added to physics was a spring, and somehow its disappeared, so currently the cap file doesn't work. Next release should have the spring action and then I can upload u the cap

    Awesome

  • Are you trying to make hacker tools with Construct? Naughty, naughty

  • Uh... what is it? I don't see any info on that page or screenshots or anything.

    And the first question on the faq should be "What the hell is Bite Fight."

  • When I read your post last night I made a quick test of the OR condition and it seemed to work just fine. I was able to make sets of rather complex conditions and I didn't notice any problems.

    Didn't post about it though because I thought maybe you were talking about something else.

    Though maybe an AND would help cut things down. So instead of

    +Left arrow is down
    +Walk = 1
    +Player is on ground
    +OR
    +A key is down
    +Walk = 1
    +Player is on ground
    +OR
    +Left joystick is down
    +Walk=1
    +Player is on ground
    [/code:141rvzpi]
    
    you could do this:
    
    [code:141rvzpi]
    +Left arrow is down
    +OR
    +A key is down
    +OR
    +Left joystick is down
    AND
    +Walk=1
    +Player is on ground
    [/code:141rvzpi]
    
    Though I don't know how feasible it would be to implement, and really it's just a small time saver.
  • Yep, looks like a bug. The canvas appears to paste the object relative to it's own x/y coordinates rather than the world x/y coordinates, so if the canvas is tipped on it's side, and the bullet hits it on the bottom, then the canvas still thinks it's being hit on the side, so it pastes on it's side, which in real-world coordinates is now actually the top.

    Strange. You should report it to the bug tracker.

  • ahh well. Guess having pixel art is really not ideal for this program.

    Pixel art seems fine, just not small pixel art. Take a look at SB's game. It's pixel art, but it looks good because it's large and detailed.

    If you want more chunky, retro-style pixel art, you could always scale the sprites up 2x before you import them into Construct. That's what I plan to do with my next project.

  • Yep, it was exactly as I suspected. Check your PM's, I sent the fix back to you.

    The reason this is happening is because your duck animation isn't looped. Once it gets to the end, animations stop. You have to kick them back into gear with "Play animation." And to insure that your animation always starts on the first frame, use "Set animation frame to 1."

    And like I said before, the Trigger Once condition will insure that you don't activate the set frame and play animations actions over and over again every cycle.

    Nice looking sprite, by the way.

  • Rich I sent you a PM (I hope PMs work)

    And Deadeye sorry but that didn't help

    Hmm. I'm still inclined to think that's the problem, because this animation stopping problem is pretty common. It would help to see what it is you're trying to do, but hopefully Rich will be able to sort it out for you.

  • Hey btw deadeye u didn't need 2 separate minimap objects, you could have just used the 1 and made 2 instances of it, half the actions and the same result But cool example anyways

    Oh yeah, huh.

  • Soo, do you stay indoors during the day, so you can stand on the ceiling instead of falling into the sun?

    Should I be doing this? Now I'm scared

    As I understand it, what you can do is simplify the whole complicated mess into a binary tree: In each tick, you take two objects, work out how they interact with each other only (ignoring everything else), and from then on treat them as one object with a common center of gravity (and a mass of the sum of their masses, and a velocity of the resultant vector of their individual velocities). Keep simplifying pairs of objects into single objects until you're down to two. Then you propagate the velocity changes back down the tree until all individual sprites know theirs, update the simulation and start the next tick.

    Took me a second to grasp the concept, but I'm lost as to how you could accomplish this with Construct events.

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deadeye

Member since 11 Nov, 2007

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