deadeye's Recent Forum Activity

  • There is already a way, and it involves some pretty simple math. It's one of the most basic things when creating just about any 2d game. Construct wouldn't be much of a game dev platform without being able to do this.

    Sprite: Set X to sprite.X+2

    Sprite: Set Y to sprite.Y-50

    etc.

    Shouldn't this be in Help/Tech Support?

  • Awesome news! I can't wait to try it out...

    Thanks Ashley!

  • Yes, that would kind of ruin the idea of event sheets. However, it could ask when cloning layout, whether the user wants to include event sheet into the cloned layout.

    Seconded. It's a simple, yet effective solution.

    Though I do like Dine's idea for an Event Sheets tab too.

  • These two cap files are exactly the same, except that in 'problem_bad' a chunk of the code is in a group.

    http://www.freewebs.com/jonnymataza/problem.zip

    mataza, could you rehost that file somewhere else? I can't download it.

    I'm having problems with grouped events not triggering properly, and I want to see if it's the same problem you were having before I go reporting a new bug.

  • My bad; the .cap I got emailed I managed to fix. 0.86 will include a fix for animation playback.

    Looking forward to it <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" />

    This and the Picture Editor crash bug were the two major things bugging me.

  • Wow this is great <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /> . One of the first games made with Construct! It would be be cool if you make a motion blur effect when the billiard balls move, and maybe a pool cue, but in all great job!

    (***** stars, lol)

    Well, I wouldn't call it a "game" exactly, more like a prototype for a game. But thanks for the comments, guys <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • Download BasicBilliards.rar (exe and source):

    http://www.mediafire.com/?7qo1cttx7ci <-- ORIGINAL LINK IS DEAD

    Edit: Note the date on this thread... it's very old! This was the first thing I ever made in Construct. Thread necromancy courtesy of Zanuff. The source .cap no longer exists, but here is the .exe if you want to take a look:

    http://dl.dropbox.com/u/529356/Construc ... liards.exe

    <img src="http://xs121.xs.to/xs121/07473/screenshot.jpg">

    When I say "basic" I mean it. It's rather no-frills, but it runs pretty well, and is actually pretty accurate. The table is just about to scale... I think. I tried, anyway. If your angle is good you should be able to sink shots pretty easily. It helps if you're good at pool in real life <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile">

    Aim your shot with the mouse. Click to shoot. Choose your shot strength with the buttons located at the bottom.

    Scratching the cue ball will place it back at it's default position. Sinking the eight ball restarts the application.

    This represents about two day's work, most of that was tweaking the ball size and re-drawing the sprites a hundred times to match the new size. I might make a real, full game with rules and an AI opponent in the future, but for now I'm done with it. If anybody wants to tweak it to get more realistic ball movement or whatever, please post your results.

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  • First, the small, less exciting request:

    When entering a color filter via expression rather than with the color picker, you get the RGB values all mashed together into one large number like so:

    <img src="http://xs221.xs.to/xs221/07472/filter.jpg">

    Would it be possible to split this up into three values separated by commas (i.e. 133,53,215 for R,G,B respectively)? It would make changing colors at runtime waaaayy easier to do. Also, if we could compare "Filter R," Filter G," and "Filter B" that would be useful too.

    And my second, slightly more exciting idea:

    I was thinking about ways to combine movements and it occurred to me that being able to activate and deactivate them would be rather useful.

    Let's say you have a regular platformer. You're running around, jumping, shooting enemy soldiers, etc. Then a grenade goes off by your player:

    Condition:
    player overlaps explosion.
    
    Action: 
     Stop movement (player.Platform)
     Resume movement (player.Physics)
    [/code:3dd6ioz6]
    
    Then you could ragdoll the hell out of him before returning control to normal.
    
    So would it be possible to add the actions "Stop This Movement" and "Resume This Movement" to all the different Movement types?
    
    And yeah, I know I keep piling on the suggestions.  Sorry  <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" />
  • I've finally reproduced this one, thanks for the video and stuff - fix should be in 0.86!

    Edit: Can't reproduce any more, marking as fixed...

    Awesome, thank you Ashley <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • Here, I made a video of exactly what's happening. I made it to prove I wasn't crazy, but mataza beat me to the punch.

    http://www.dailymotion.com/deadeye503/video/5933357

    I just open and close the picture editor for simplicity's sake. I'm sure you don't want to watch me actually edit my sprites.

    Anyway, here's the error text after the "pure virtual function call" error:

    The exception unknown software exception (0x40000015) occurred in the application at location 0x0056ede.

    The instruction at "0x00698901" referenced memory at "0x000021b0". The memory could not be "read".

    The instruction at "0x7744dfe9" referenced memory at "0x00000008". The memory could not be "read". (This one came up twice)

    The exception unknown software exception (0xc0150010) occurred in the application at location 0xc7943345.

    After opening and closing the sprite editor 8 times, Construct crashes.

    Holy crap, you're right. I can confirm this... I open the editor 8 times, then on the 9th try it crashes. Every time. That's weird, I never noticed it had any regularity to it before, I just thought it was an occasional thing.

  • Would it be possible to implement some "Scroll X" and "Scroll Y" actions for this object? Basically to scroll the contents of the tile inside of it's bounding box.

    For instance, if I made a background tile of raindrops, I could make an event:

    Always:

    • TiledBackground: Scroll Y+5

    And the rain would appear to be falling, without having to physically move the object around. You could do some pretty neat effects with something like that, I think.

  • I also get a crash occasionally when double-clicking a sprite to edit in the Animation tab. This usually happens after editing several sprites in a row. I've been having to save after every time I make any changes to a sprite just to keep from going insane. I'm not sure it's working <img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" />

    Bug submitted to SourceForge.

    Edit:

    This also happens occasionally when the image editor opens up on placing a new sprite object.

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deadeye

Member since 11 Nov, 2007

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