deadeye's Recent Forum Activity

  • No. My blood lust must be sated. When I find madster I will tear his bones from his body and make a fancy hat out of them

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  • Well, they're not really "hidden" exactly. Some values have built-in conditions to compare them, and some don't.

    But okay, here's how you can find them:

    If you can't find one of the expressions you need in a condition, you can use a compare condition. A "Pick by comparison" for the object will work, or you can use a System compare. (System compare won't pick the object though, so keep that in mind.)

    <img src="http://i46.tinypic.com/20prjpv.png">

    Okay, the parameters for the compare condition will come up now. Highlight the first field, and then double-click on the object for which you need the expression:

    <img src="http://i46.tinypic.com/oh39ub.png">

    A new window will pop up allowing you to choose the expression you need. If your object has a behavior or an effect on it there will be a tab at the top for those expressions.

    <img src="http://i48.tinypic.com/161ydfq.png">

    Double-click the one you want and it will populate the parameter you selected:

    <img src="http://i45.tinypic.com/necbxt.png">

    See, easy

    You can also just type it in if you know the expression. You can also find a list of expressions for an object by right-clicking it in the layout and selecting "Object information." It will bring up this window:

    <img src="http://i47.tinypic.com/2wqu23r.png">

    The "Description" field shows the expression names rather than the name field, kind of backwards . But they're there. Also there should be a list of expressions for objects and behaviors and such on the wiki, but it's likely out of date. I think I may go and fill some in later while I have my coffee now that I think about it.

    DAMMIT IT MADSTER I SPENT SO MUCH TIME ON THIS POST

  • My favorite cutscenes are about fish.

  • Maybe I'm just too old school to hate cutscenes. When I was a kid there were no cutscenes in any game. The first game I played that had them was Ninja Gaiden on NES, and that was pretty much revolutionary. The opening scene set a nice mood for the story, and the ones in between levels were like a reward for advancing in the game.

    I still see cutscenes that way. They do nothing but enhance the experience for me, and reward me for playing well enough to move on. I don't see them as a hindrance at all.

    But I guess I can see how they could be taken for granted in this age of cutscene-centric games. And things like Final Fantasy with their long-ass summon scenes, or Metal Gear with 90 minute scenes don't really help matters.

  • Yes, I've now downloaded .99.82 and it works fine in that, however it was broken in .99.62. Note that 99.62 is the current "official download" that newbies like myself are acquiring

    Yes, this has been causing some problems lately. It used to be that the devs would keep the newest build in the Discussion forum for about a week to see if there were any major problems with it before releasing it to the front page. Now I believe they want the next official release to be 1.0, so that's why they're holding off.

    Personally I think it would be a good idea to put up any newer version as long as it's more stable than the last, so as to cut down on confusion.

  • Not at all. Don't worry about it, you're not the first person to make this mistake, and you won't be the last. Not by a long shot, I would imagine.

    As for your original question about the collision masks though... There were three problems with what you were doing there. The first is that you cropped your mask down to the ground level. As far as I can tell, you shouldn't do that. Just re-draw the mask in the same space as your image, and leave the rest of the blank area untouched and uncropped. Otherwise you will have weird collision problems where the mask doesn't line up with the image. The second is that Tiled Backgrounds have box collision anyway. They don't do per-pixel. The third is that custom masks don't work on Tiled Backgrounds, for that very reason. Masks are for sprites. I'm surprised that the picture editor even allows you to edit the mask of a tile. Kinda strange, I think Davo should probably fix that.

  • I'm pretty sure deadeye means you not using a different object for the stump - this saves video memory and lets you place the stump as you wish.

    Exactly.

    Now! LegendaryBlade, listen up!

    Pay close attention!

    What you are doing is wrong!

    Game graphics are not made out of one large image. They're made up of tiles. This is because games are terrible, terrible memory hogs. Small tiles allow you to put the pieces together like a puzzle to make a bigger picture. You can reuse a small tile as many times as you like and there will be very little impact on memory, because your graphics card only has to remember how to draw the small tile just once. It can make a million copies in the blink of an eye with no problem. But large images on the other hand take up precious memory and if you use them then you are going to jail.

    Okay then, here is your new grass tile:

    <img src="http://dl.dropbox.com/u/529356/grass%20tile.png">

    Wowowee! It's only 64x64 pixels! Amazing. And you can tile it forever and it repeats seamlessly and everything.

    I've also updated your .cap file with all the other graphics you had in yours... take a look at it now.

    http://dl.dropbox.com/u/529356/fixed.cap

    v0.99.82

    As you can see, the tree stumps and rocks have been made into separate objects that you can put wherever you like. There is also a separate collision layer with a hidden solid tile for Sonic to run on. Now the doors of perception have been cleansed.

    On an unrelated note, you won't be able to make a Sonic game using the Platform behavior. I guarantee it. You will need to make your own platform engine using Custom Movement behavior, or by coding the whole thing from scratch with events. Also, you're very likely going to need a separate hitbox for your sprite. Per-pixel collision is bad news when it comes to platform games.

  • Candescence? Is that you? I thought this game was called Aria of Destiny.

    Anyway, two questions:

    1. Why are you making such a long ground sprite? It looks like a repeatable pattern, you should be using a Tiled Background for it.

    2. Is that tree stump really part of your background image? Why? It needs to be a separate graphic.

    3. Are you using Bounding Box collision mode for your sprite? How big is your sprite? What the hell is going on?

    Okay, that's like ninety questions. You should post your .cap so someone can take a look at what you're doing. No offense but it really looks like you're making a huge mess of things.

  • Just in case you're wondering, the "Copy collision mask to each frame" feature is currently broken. I have a bug report filed on that one.

    You can still manually edit the collision mask of each frame though.

  • As a response to both of your questions, you need to get rid of the animation tags (set them all to None) and use events to control your animations. Animation tags only work if you have Walking, Jumping, Falling, and Stopped animations. That's it. You can't have more than that because the platform movement isn't designed to recognize any more than that. In other words, you can't use two different kinds of "walk" animations when you're using tags, which is essentially what you're doing.

    You need to use events to control your animations, and you need to beef up the logic a bit:

    http://dl.dropbox.com/u/529356/SideScroll.cap

    v0.99.82

    Also, you really need to make a separate hitbox for your player. Or else change the collision mask on the sprite. You can't run around with per-pixel collision on an animated platform sprite like that, you're going to get bigtime glitchy results. Make a single rectangular hitbox that doesn't change size and use that instead.

    Oh, and you don't need a giant black Tiled Background to change the color of the background, you can just change the layout color.

  • No, Construct will always be Windows only.

    Construct 2 may have the ability to build games that run on Linux, but the program itself will still be a Windows program I believe.

  • here's the cap, please test it to see if this is happening on more computers (I don't know, could be something that's happening here)

    It's not happening for me. The speed tops out at 310 in both windowed and fullscreen.

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deadeye

Member since 11 Nov, 2007

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