deadeye's Recent Forum Activity

  • (I love Ashley more, though.)

    When are you going to stop beating that dead horse? It was funny for about ten seconds when you first did it. Now it's just plain irritating.

    On a related note, we need a "Sigs Off" option in the forum preferences.

    Hi, I'm Jason. I live in Oregon. I'm a grumpy old man.

  • Yeah, I use a separate collision sprite (just a simple rectangle) and position the animated sprite on top of it. The rectangle is the one that gets the platform movement and does all the work. The sprite is just there to look pretty.

  • Okay, it's a little later than I anticipated, but here's the page on Containers.

    Needs to be checked for accuracy.

  • Okay, all derailing aside now.

    Guess I wasn't clear I want to know how to make it not compleat an action when the left mouse button is pressed.

    If you want to perform a specific action, you need to make an event in your event sheet that defines that action.

    Have you read the tutorial? It goes into some of the basics of creating events.

    If you have't added the Mouse & Keyboard object to your layout, you won't be able to make events with the mouse. So be sure to add that.

    Other than that, read the tutorial on how to make basic events.

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  • I'm 75% sure it's sarcasm, even if Ashley's awesome smartness could implement it.

    (yeah, it was just a joke)

  • To invert a condition right click on it and select "Invert condition."

    This will turn your "Left mouse is held down" into "Not Left Mouse is held down."

    1) No c++ required.

    Oh, didn't you know, Ashley's replacing Python support with C++

  • Ok fixed i just changed the "Distance(Box.XY,Sprite.XY)" to "Distance(Box.X,Box.Y,Sprite.X,Sprite.Y)"

    http://www.mediafire.com/?fjib9tdytm9

    Oi, of course it's something simple like that. I even used (Box.X,Box.Y,Sprite.X,Sprite.Y) to detect distance to slow down my flat-speed test, but I never thought to change it in the action.

    Good job, Doppel

  • deps: the renderer renders from back-to-front. So if you have a bunch of particles sharing the same texture, so long as they're on the same layer or are at least contiguous in the Z-order, there won't be any texture changing. If you intermingle other textures (say, other particles) in the Z order with a high degree of randomness, you will give the GPU more work since it will keep changing texture. At the moment, Construct makes no such optimisations on its own. It's up to you to organise your Z ordering.

    That's helpful to know for tiled games.

  • I couldn't really figure out containers. I assigned them and got the yellow box and everything, but it doesn't seem to register. I don't think it assigned them correctly, since I didn't really understand what you meant by:

    > + objectBody condition
     - objectSprite: Set position to objectBody
    [/code:38bwfd1i]
    
    Did you mean "always - set position"? because if I do that the containers seem to rapidly switch between sprites.
    

    I meant something like this:

    + objectBody.Value('status') Equal to "alive"
    [ul]
    	[li]objectSprite: Set position to objectBody[/li]
    [/ul][/code:38bwfd1i]
    
    The condition doesn't really matter as long as it's something that references objectBody.  It could be "objectBody.Y Greater than 0" or "objectBody is visible" or something like that.  If you want it to have an Always like effect, use a condition that will be consistent each cycle.
    
    And yeah, you can do simple stuff to detect whether your sprite is on the ground.  I use y position to detect whether my jack-in-the-boxes were jumping or standing still.  I suppose you could do something similar for x position to detect walls, but it might just be easier to use detectors.
  • Flamewars Get Threads Locked.

    No flamewars, I was just joking around with Doppel.

  • I've fiddled with it for a bit and I can't seem to get it to work the way you want. I'm assuming that you want the box to move faster the farther away from it's target it is? I can't seem to work out how to slow it down from an unknown speed and distance that way.

    If I set your box to a constant speed each time I can get it to slow when it's within a certain range of the target, and stop on target, but it starts at the same speed no matter how far away the next target is. And unfortunately if two consecutive targets are very close (within 100 pixels) then the box will overshoot the second.

    Sorry, I'm not that good at math. Maybe someone else can help you out.

  • I edited my post, sorry. I really need to read whole posts instead of just jumping to conclusions.

    I'll try your .cap now...

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deadeye

Member since 11 Nov, 2007

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