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  • That looks pretty cool! Would definatly save the number of objects visible in the editor during editing and make levels more consistant (GUI always in the same place, etc).

  • Im only sad that they canned the old GP2X F200 to make it =(

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  • Well, on this thread I had already created a INI based level loader and editor (scroll down)

    http://www.scirra.com/phpBB3/viewtopic.php?f=16&t=1721

    Although it is not quite step by step, it should be easy enough to learn from for most people.

  • > i think i hate soljah boy almost as much as soldjahboy... does that make sense? now im confused

    >

    Oh wow, you hate me. Awesome.

    ~Sol

    Maybe you read it wrong, I think he meant he hates Soljah Boy as much as you do.

  • A code example of would-be syntax:

    Sprite1.A Collides with Sprite1.B
    +Sprite1.A.Value('Size') > Sprite1.B.Value('Size')
    
    >> Add Sprite1.B.Value('Size') to Sprite1.A.Value('Size')
    >> Sprite1.B Destroy
    [/code:16n117d2]
    
    

    Why have Sprite1 in the actions at all? It would be more useful if when a collision event is made the first object is named A and the second is named B so it would be like this:

    Sprite1 (labelled A) Collides with Sprite1 (labelled B)
              +A.Value('Size') > B.Value('Size') 
              (Sub-event so it uses the objects picked in the main event)
               --------->> Add B.Value('Size') to A.Value('Size')
               --------->> B Destroy
    [/code:16n117d2]
  • Not at all! It will be cool to see what you make of it

    This is open source so anybody can use it if they want to as well.

  • Set jump strength to 0 and then have something like

    X released: 
    -> Set Jump Strength to 500 (or whatever you want)
    -> Jump
    -> Set Jump Strength to 0
    [/code:5bf4paku]
  • No problem SuperV glad to help.

    Ok I have created the level editor, it works well but has no layering (red objects are always on top of the black objects when saved/loaded). It is easy to do this by adding and saving another value ("Z") to the INI file but then you would need to also edit the level loader. If you need this then I can do it, but you probably know how to do it now

    Hope it helps

  • Maybe try this?

    -1000 * (timedelta * -1)[/code:3he775ts]
  • Stiffness was something the newton physics engine required for hinges, but the box2d physics doesn't need it. I should have removed the parameter...but then I was thinking it might be fun to allow a param for the breaking force of the hinge, so if a table hinged together is thrown it would snap...or a rag doll's bones could snap, etc

  • Yep, ill make another example, dont worry about asking because this is how the community gets better games and Construct gets noticed Although, I might not get it done tonight.

  • Ok, but you also need to change the Ini file to this (however, the old .cap will ignore the extra commands and also still work with it)

    [Global]NumObjs=2
    
    [Obj1]
    Type = Sprite1
    X = 100
    Y = 100
    Width = 64
    Height = 64
    Rot = 0
    
    [Obj2]
    Type = Sprite2
    X = 102
    Y = 102
    Width = 32
    Height = 32
    Rot = 45[/code:3ry4usxp]
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Jayjay

Member since 18 Mar, 2008

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