deadeye's Recent Forum Activity

  • You know you want that on your Sprites

    That does look pretty sweet

  • http://kpbotbot.hostsnake.com/files/remake.zip

    well theres no ball yet, and the 3d boxes are not yet polished..

    Correct. There's no ball. And hence, no game to try out. The total sum of interactivity with remake.exe is "Run program" and "Quit program."

    I understand you're excited about learning Construct. That's totally cool. I have to wonder, though, why you keep posting things like this.

    Don't get me wrong, it's okay to post things here. By no means am I saying you shouldn't post your stuff. But please, make it worthwhile. What you have here is a bunch of random boxes falling down the screen. That's not a game, or even a demo. There's really nothing we could give feedback on.

    The point is you don't have to blow your load every time you get excited. If you're uploading something it should be for a small handful of reasons:

    1. To demonstrate a new technique (post .cap)

    2. To help someone with a problem (post .cap)

    4. To get help with a problem (post .cap)

    4. To get feedback on a work-in-progress (post .exe)

    5. To play your finished game (post .exe)

    Personally I have close to a hundred .cap files I've made over the past few months sitting in various folders. Tests, code practice, experiments, backups, whatever. And those are the ones I've deemed worth keeping. I'm sure most people here have much the same thing. I've only ever posted a handful of things though, and it was for one of the reasons above. Nobody's going to be interested in how I can make a cube rotate with the mouse, because if they were they'd do it themselves. Much the same way that watching some boxes fall down the screen isn't all that exciting.

    So what I'm trying to say is take it easy. Do some good, solid work on a project or two before posting your results. If you need feedback, give us something to test out. You've been hopping around the forum like a caffeinated squirrel since you joined up. Dial it down a notch.

    It's not my intent to offend you and I hope you take this constructively.

  • Hey look, I get to say no to this thread twice. Now that's a happy birthday to me.

  • You haven't posted what problem you're having, just that you want to do "stuff." You might as well post "I want to make a game."

    Be more specific. What about your AI isn't working? What methods have you tried to keep your enemies from walking off ledges?

    And if you're just asking "how do I make this" then I'm sorry, but that's up to you. If it's broke then someone might be able to help fix it, but you should at least try some things out first.

  • Go to layout 1.

    In the Layers tab, highlight Mouse&Keyboard. Hit Ctrl-C.

    Go to layout 2.

    Click in the layout and hit Ctrl-V.

    Oddly enough, it makes an icon in your layout for Mouse&Keyboard. It won't render at runtime, though. Just move it out of your way.

  • Don't just add it... that'll make a second Mouse&Keyboard object in your app. Copy it over from the first layout.

  • Are you certain that all of the objects you need are in the layout? If you're using Mouse&Keyboard you will need to copy that over too.

    Also check that movement settings haven't returned to default after being copied over to the new layout. (I know off the top of my head that world gravity for physics movement is one that resets to default when copy-pasting to new layouts.)

  • Your mediafire link doesn't work.

    Also, event sheets aren't something that can make global, so your request doesn't make any sense.

    If you want to use an event sheet in a different layout, go to that layout's event sheet and Right Click -> Select "Include event sheet"

    Edit: Argh, beaten

  • Okay, I've been working on making tiles for my game and I've come across a few problems. Here are the example .caps (tileglitches.rar):

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

    I'm making my sprites and backgrounds with pixel art and scaling it up for a chunky, retro look. I've made all my background tiles with Tiled Background (go figure) but when they scale up they have some graphical glitches. It seems that they're x, y offset is going haywire, so the Background Tile is jumping one pixel to the right or up when scrolling.

    Take a look at the "640 zoom glitch.cap." Right off the bat you should see a little sliver of pixels to the left of the pipe. This sliver is actually the right-hand edge of the pipe being wrapped around to the left edge when it shouldn't be. Now take a look at the row of square tiles underneath the player. Run back and forth from there to the corner and you will see the row of tiles shifting up and down by one pixel.

    Now take a look at the "fullscreen glitch.cap." This is in 320x240 fullscreen mode with no screen zoom. From where you start, jump up and down using Z. The tops of the pipe ends glitch out by 1 pixel vertically when the screen scrolls. This happens in windowed mode too, but it's not as easy to see. It's not as glitchy as 640x480 zoomed in, but a lot of people's monitors don't support 320x240 mode.

    If you switch to 640x480 fullscreen resolution and set the screen zoom to 200x200 you get a similar effect to the windowed "640 zoom glitch.cap."

    But wait, there's more... If you have a sprite set to "Center view on me" as I do with the purple player sprite, then zoom the view at runtime, it only scrolls to the object properly if "Unbounded scrolling" is checked for the layout. Open the "640 zoom glitch.cap" and uncheck "Unbounded scrolling" to see what I mean.

    And last but not least, I've found that copy/pasting several objects in a row (sprites or tiled backgrounds) will eventually corrupt the IDE UI (it starts by making all the icons in the layers tab go haywire) and crash Construct. I don't know if there is a specific number of times you can copy/paste something before this happens, but I'll do some more testing and let you know. I had to save, quit, and reload Construct about three or four times at the first sign of UI corruption while placing all those tiles to keep it from crashing.

    Whew... that's it. Sorry for the long post and dumping all this at once.

    Edit: Submitted to bug tracker.

  • > Text.Text = Python("cox")

    >

    Where exactly am i meant to add this at?

    It might not be too clear in SuperV's post but you need a text object to put your text into. It won't just appear in a command window or randomly on the screen. Right-click the layout and click "Insert an object" and pick Text (or whatever it is you want to put your text into).

  • Well, it did download the new version but it didn't update the old version, it just put the new version in a different folder. Still, it's a good example of the download and zip objects.

    And I am able to open your game now, but it crashes shortly after the computer player starts moving, or immediately upon clicking with the mouse. Now that I think about it, maybe the crash has something to do with shooting in general, and the crash occurs when either the computer player tries to shoot at me or I try to shoot at it.

    Also, is the tank supposed to sit for a few seconds and then go flying off the top of the screen? It's done that a couple times, much to my confusion.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I think a better question is "Why would you want to publish this program?" I hate to be the one to crush your dreams, but nobody is going to use this. There are already a gazillion text-to-speech programs out there with more functionality (and less "thanks for using my program hehehe" popups), so why bother? One of the first things I made in Construct was a text-to-speech program, but I didn't even bother posting it to the forum because, as you said, "it's super simple." Just keep it to yourself and consider it practice in learning Construct.

deadeye's avatar

deadeye

Member since 11 Nov, 2007

Twitter
deadeye has 1 followers

Trophy Case

  • Email Verified

Progress

17/44
How to earn trophies