linkman2004's Recent Forum Activity

  • The common dialog object actually has a folder selector dialog as well, which I assume is what you're looking for.

  • And I think about another very useful thing for a while. It's an explorer object. It could be an instance of the Windows Explorer. Would be useful for - inter alia - saving files, or savegames where the user wants to, or to select a file to play/view/modify/open.

    The common dialog object allows you to show save/load dialog boxes where you can browse through folders.

  • Some of your events are conflicting with each other. For example, you have a "Key S is down" event and a "Key S is down AND Key D is down" event, both of which can be true at the same time. You need to add additional checks to some of the events to see whether certain keys are NOT down. Here's a fixed CAP:

    Fixed Walking Animation

    The changed events are commented and bookmarked so you know which ones received changes.

    Hope this helps.

  • youtube.com/watch

    10 minutes of liquefying bullet awesomeness that cannot be described.

    I can't believe I just watched 10 minutes of exploding bullets. That is some amazing stuff.

    And now for my favorite video in recent memory:

    Subscribe to Construct videos now

    FilmCow is full of all sorts of win.

  • The math for this is actually more complicated than multiplying the object's position by the zoom percentage to find the text position, but I'm too lazy to explain the reasoning behind that right now. The formula should be as follows(this might break under certain conditions, I haven't fully tested it yet):

    X = ScrollX + (SpriteX - ScrollX) * (ZoomX / 100)

    Y = ScrollY + (SpriteY - ScrollY) * (ZoomY / 100)

    Here's an example:

    Zoom Follow Thingy

    I hope this helps.

  • There's an "Icons" folder under the project bar on the right, the application icon is the icon called "Default" in this folder. Just double click it to edit.

  • Here's an example(made in 99.7. I'll remake it in an older version if you need that):

    Custom Edit Box Example

    It just uses an offscreen edit box, a text box to display the contents of said box, and a box to show the border. Click the box to set the focus on the edit box and click off it to set the focus off.

    I hope this helps.

  • Holy crap! That "grid movement" thing... it's like Mega Man, or Metroid! O_O Awesome! I'm SO using this.

    (convoluted explanation) . ...Kinda hard to explain... damnit...

    Thanks. I think I get where you're going. I think this is more something that will have to be handled by the developer rather than the plugin. I'll try and pull together an example CAP.

    hmm... how to use shake effect? Any cap examples or just some hints?

    It's all pretty straightforward. Assuming you have a camera setup and being followed, all you have to do is use the "Shake" action and fill in the required fields: Camera(the camera you want to shake), Strength(the strength of the camera shake), Drop off(the time at which the shake starts to lessen), Duration(the amount of total time that the shake takes), and Smoothness(Basically allows you to have less rugged shakes).

    I hope that helps. I would have pulled together an example file, but I only have the latest version of Construct(v0.99.7), and I don't know what you have.

  • You should put all of your game code in a separate event sheet and then include the event sheet for each layout. You can create a new event sheet by right clicking the "Event sheets" folder in the project bar and clicking "Add event sheet". This is the event sheet where you should put your non-level specific game code. Then, to include the event sheet, right click in your layout's event sheet and click "Include event sheet". From there you can include your gamecode event sheet. Here's an example of an included event sheet:

    Included event sheet

    Hope that helps.

  • The current frame of the animation is the one where the animation is loaded to. So if you set the animation frame before loading the image, you can load multiple images into one object. However, this requires you to have as many blank frames as necessary to load up all of your images.

    My game makes heavy use of this method, so I might take a crack at making a plugin to simplify it.

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  • This happens when the game's sampling rate is set to "Linear". If a sprite occupies a decimal position, it will appear to be slightly blurred with "Linear" sampling. Go to the project settings and set the sampling mode under runtime properties to "Point". That should fix the problem.

  • (If this is unintentional, I'll go ahead and file a bug report, but I dunno if it is)

    I actually filed a bug report for this a few days ago when I noticed it.

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linkman2004

Member since 15 Jan, 2008

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