linkman2004's Recent Forum Activity

  • linkman2004. Did you get a chance to look at the CAP I sent you last week?

    My game will not run in WInXP (tested on 6 machines). If i remove your plugin and just use Standard "FOLLOW" it will on on XP computers.

    I got your CAP and I responded to the message, but I haven't actually had a chance to test the CAP since I've been buys with work. I only have one computer with XP and it's currently running an older version of Construct with an older version of the camera plugin, so I haven't been to keen to set it up. I'll take a look at it as soon as possible, though.

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  • Why does it scale from original image size rather than sprite size? If someone has a 64x64 image but they set the sprite to 32x32, they always have to remember to scale straight from 50% if they want it to scale from 32x32.

    Not the way the behavior works. When you initiate a scale the behavior figures out what the current scale value is and scales up from that, so it doesn't matter what size the sprite is, it will always scale up from the proper size.

  • Thanks, guys.

    The two scale over time actions was an accident. One of those is supposed to say "Set interpolation".

    As for stacking behaviors, as you point out it's not currently possible, but I'll try to throw in support for that. And about the scaling from the base image size, I really don't want to change from that. Perhaps make I could make your suggestion an optional feature, but I feel it works fine as is. I'll see what I can do, though.

  • There's no scrolling in the gridscrolling example, and when I disappear off the right of the screen and keep walking, I know that I fall down the hole at some point, but I'm left looking at the same are of screen that I see when I start the example.

    Weird. I have no idea what could be causing that.

    ...that being said, i have found a bug.

    This is due to the plugin being incompatible with the saving and loading features. I was never able to get it to work correctly because none of the devs ever explained how I was supposed to deal with object pointer serialization. I'll try and get this working at some point, but I wouldn't hold your breath.

  • I could take a crack at modifying this. I know well enough how the sprite object handles it, so it shouldn't be to hard.

  • The INI object isn't made so much for making INI files as it is for reading them.

    If you're just looking to save things like configurations, you could use the HashTable for that, which allows you to assign values to 'keys' and then access the values through these 'keys'. The files it saves are also not plain text, making it harder to crack.

    One thing I'll point out, in case you don't know this yet, is that if you want to save your file to the same path as your game, you can use the apppath expression. For example, to save your file "blah.yes" to the same folder as your game, you would put:

    apppath & "blah.yes"[/code:31ngp681]
  • The system object has a couple of save actions built in: "Quicksave/quickload" and "Save/load to disk". These basically save a perfect state of the game, and they're not just plain text so cheating isn't as easy.

    I will mention, however, that some plugins(mostly third-party plugins) don't work properly with these actions.

  • Here's the first beta of the scale behavior as requested by Somebody. I'm fairly confident in how this turned out, so perhaps this will also be the final release.

    Scale Behavior - v0.9b

    Download Now(no example) - 98KB

    This doesn't include an example(I'll try to get around to that eventually), but everything should be pretty self-explanatory.

    First you setup your scaling animation settings in the behavior's properties. You can either choose to have this scaling animation played at the start of the object's life or start it later using the "Start scale" action. Alternatively, you can use the "Scale over time" action to do the same thing but entirely at runtime.

    All scale values are given as percentages and scale the object according to the size of the current image. So if you have an object that is 64x64, but its image is 128x128, a scale value of 200% would set the object's size to 256x256.

    Be sure to leave your comments concerning suggestions and bugs.

  • but anyways have it your way, i was just trying to show you why its not needed.

    One could also take the time to explain why GPS navigation isn't needed, but in the end it helps to make your life easier.

    Anyway, it's a moot point now because the plugin is almost done. I'll work to get it uploaded tonight.

    EDIT: Ta-dah!

  • Developer time I'd rather have them focus on 1.0

    It's not like I'm helping develop Construct.

    I've made some headway on this today. If all goes well, I should be able to release a beta tonight, tomorrow at the latest.

  • Here's an example of it in action:

    Yays

  • Check the X and Y velocities from the physics behavior's expressions using the "Compare" condition in the system object. If both are equal to 0, your object has stopped completely.

    However, it will take a little while for your ship to actually stop completely, even if it looks like it has done so. You could make it less picky by flooring the velocity values divided by ten, like so:

    floor(VelocityX / 10)

    I hope this helps.

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linkman2004

Member since 15 Jan, 2008

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