deadeye's Recent Forum Activity

  • Awesome update! Oh, and you can take your time on Python, I've been slacking on learning it lately (j/k)

    One thing I was excited (and surprised) about in this update was MOD support. Just a heads up, though, I had to download the following .dll's to make it work:

    mikmod.dll

    mfc42d.dll

    msvcrtd.dll

    At first (when previewing from the IDE) Construct was giving an error stating that it couldn't load the MOD.csx plugin, but when I exported my test .cap to .exe I got the missing .dll errors. Downloading them seems to have fixed the problem, because now I can load and play a mod either from an .exe or in the IDE preview.

  • I have tried, but can't get my head around it, there is no option to set a sprite in motion on a click or press of a key.

    No, there isn't. You have to make your own:

    +Control "Move Left" is down
    [ul]
    	[li]Set sprite.X to (sprite.X-5)[/li]
    [/ul][/code:tfm7kge0]
    
    This will move the sprite five pixels to the left every frame while the "Move Left" key is held down.  Knowing that, I'm sure you can guess what this does:
    
    [code:tfm7kge0]
    +Control "Move Down" is down
    [ul]
    	[li]Set sprite.Y to (sprite.Y+10)[/li]
    [/ul][/code:tfm7kge0]
    
    

    It just seems stupid that an 8 direction type movement makes a sprite flip itself when going another way, that shouldn't be!

    It flips itself so that when you quickly change to the opposite direction you don't have to wait for the sprite to rotate all the way around. As Doppel said, that's just how it works.

    IIRC there is an option for no rotation in the properties. You could always just check that and manually update your sprite frames based on what keys you are pressing.

  • LOL at this thread...

    Thats not helping.

    Then you should probably read it again, and pay special attention to the bold words. The trick is to add the second condition to the event, not just replace the old one with the new one.

  • Ok i made an Example of Bouncing, hope you like it.

    http://chomikuj.pl/doppelek/bouncing.cap

    When I try to open this .cap I get the following error message:

    This file is incompatible with construct.
    [/code:3g2rhdrq]
  • Construct Wii! That would be AWESOME!

    ...I wonder if it would be legal to make a game that states it can be played with the Wii controller.

    I dunno... I know you have to have a license to distribute software on the Wii, but for PC software that detects a Wiimote's signal, I don't think it'd be a problem. I mean as long as it's freeware. Otherwise they'd be calling a cease and desist on these homebrew developers. Commercial stuff might be another story. Then again, it's not really in competition with Nintendo as you'd have to own their product to play the game anyway, and it's not like you can port Construct apps to run on the Wii, license or no license.

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  • Dammit foiled again :<

    Damn we were posting at the same time

    Hehe, at least you provided visual aids. I'm stuck posting from my Wii (bleah).

    Speaking of which, wouldn't it be awesome to have a Wii Controller object for Construct? You could play games on your pc with bluetooth. And if I remember correctly, all the accelerometer functions and such were available in that open-source wii controller project thingy I can't remember the name of.

    I wonder how hard it would be for a coder to make a plugin, considering the controller code is freely available and open-source?

    /thread hijack

  • Yeah, what he said.

  • Hi im new here and im working with construct only one day.I need some help.I have a platform movement.I want to change the arrows key and shift to WSAD.Please help me. <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" />

    You do this in the application properties. Click the name of your app in the tab on the right, and the proprties will show up in the proprties bar. Scroll down to the controls section and you can change the keys there. You can even add your own controls.

  • Ah, I see, I didn't know it used a skin. I just thought it was blue.

  • I think the Progress Bar can track variables, but you'd be better off using a box and set width than a progress bar I think.

    Agreed. Unless, of course, you happen to need a shiny blue heath meter for your game, then by all means go for it.

    Though with a couple feature additions the progress bar could be used more frequently. An option for transparent (or different colored) background, and the ability to change the look of the bar (possibly with the image editor, but even a simple gradient changer would work) and you've got a winner.

  • Do you mean a built-in object that does this? There really isn't one. You could use a box, a sprite, a line on a canvas, a tiled background... it all depends on how you use it.

  • Thanks to everyone for your kind comments. It has somewhat reinvigorated me to continue my work on the project.

    If you don't mind me asking, what's project you have in mind?

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deadeye

Member since 11 Nov, 2007

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