deadeye's Recent Forum Activity

  • I think the temp.exe crashing is caused by the physics object. In my .cap's that use the physics object it crashes while the other files dont. I thought it might have been in the events but this also occurs in the physics object template. Anybody else find this?

    Yeah, I think this might be doing it to.

    I also noticed last night after testing out some .caps that after a while my computer started acting sluggish. When I opened the task manager I saw there were three temp.exe's still sitting there grinding away (there were no windows for them), and this was well after I had closed down Construct.

    I believe it had something to do with trying to preview a .cap while a sprite with platform movement is overlapping a solid object. I'll try to recreate it later when I'm on my Construct computer.

  • Okay, first off... I just took a closer look at your .cap to see what was going on. That movement system is a mess. You're setting your sprites to absolute coordinates on the screen each cycle... that's a really inefficient way to do it.

    Instead of an absolute "Set Y to value('height')" you should be doing something like a relative "Set Y to Y + 7" when it's falling.

    For some tips on making custom gravity and such, I suggest you check out vinnie's Custom Platform Movement thread here:

    http://scirra.com/phpBB2/viewtopic.php?t=613

    Anyway, to do acceleration you need to add more to the falling rate every cycle. For instance, on the first tick you'd make the thing move 1px down. Next you'd make it move 2px down. Then four, etc. It all depends on the rate you want. It's best to make a separate variable for acceleration so you can tweak it easily. Those are the basics.

    So, in pseudocode:

    + Object is not on a platform
      - Set value('status') to "falling"
    
    + Object value('status') Equal to "falling"
    + Object value('fallSpeed') Less than 8
      - Add value('gravityAccel') to value('fallSpeed')
      - Set Object Y to Y + (value('fallSpeed') * TimeDelta)
    [/code:3ax13xma]
  • Hello kpbotbot. Long time no see.

  • The platform movement is broken right now. Ashley says there should be a hotfix in a day or two.

    As for the bullets, try setting the direction after you spawn them and see if that helps any.

  • Dude, listen:

    You're just bitching to ****** Is Attan's example useless? No. Someone will find this useful. So nothing to ***** about there. Is it flawed? No, it works fine. Again, nothing to ***** about. Is it stupid? Does it "abolutely ****** Again, no. It's actually pretty cool.

    So why the hell are you bitching about it? Because "you're tired of seeing stuff like that."

    Well, keep it to yourself. If you're going to ***** about something, have a reason. Otherwise...

    Then don't reply! Pretty easy.

  • I get tired of seeing it to be honest

    There were so many with MMF2's release I almost went insane ... almost.

    I don't care.

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  • Okay, I found a cap that errors in .94 but not .93:

    Faulting application temp.exe, version 0.0.0.0, faulting module temp.exe, version 0.0.0.0, fault address 0x00064867.
    [/code:26ws0e01]
    
    It's the same as one of the other errors above.  Here's the .cap:
    
    [url=http://www.mediafire.com/?cuqwrmby9wg]http://www.mediafire.com/?cuqwrmby9wg[/url]
    
    It's the beginning of my blob-building test.  It only has a few events.  If you need me to dig around for any other examples let me know.
  • Not really a new or impressive use of the filters IMO, but gets the job done.

    But it's pretty much the first posting of it's kind, so he gets props.

  • I'll run through some of my more simple caps and see if the same thing happens. I've been able to run everything else so far though.

  • Ok right If I copied the my enemy "box" and it collisions on all 3 sides and pasted them. Then ran it they go in the same place. I'm wanting to make so if I copy my enemy and it collisions on all 3 sides and pasted them and placed them where I want they would start there.

    You need to use Containers if you want to designate certain objects in groups (like a bunch of sprites each with their own detectors).

    Check this out:

    http://www.scirra.com/wiki/Containers

  • Hi, whenever my player touch my enemy the game freezes and I have to force quit it?

    I've also got another question the way I'm making the enemy's move right they all go in the same spot is there anyway to make it go where I put them?

    http://www.mediafire.com/?0stfzxcb21z

    The first thing I thought to check for fixed it...

    You have "Solid" ticked for your green box. You don't need that. Untick it and there is no freeze when the green box and purple box overlap.

    You only need to make things like walls and floors solid when you use platform movement.

  • Sent!

    And thanks

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deadeye

Member since 11 Nov, 2007

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