PixelRebirth's Recent Forum Activity

  • Let's not go overboard here and start pointless flaming.

    Personally I'm glad for vdrake75 and xzalion that they are such good friends and they're even making games together. I applaud that. All the best luck for you and your projects. Seriously.

    What I personally don't get is the attitude. You guys being pretty new to this community. You may be getting negative criticism and maybe one comment short of being polite. But that's no reason to generalize the matter and talk about "Bad People on Construct". Come on. Your skin is really that thin?

    And I may say it again: good luck with becoming the next Carmack and all. But there's no path worth beating where you'll get your ass kissed all the time. So be prepared for that...

  • Good work on that site so far Maciej!

    But shouldn't you give it a different title? Like it's designed now simply saying "scirra" at the top makes it look like it was part of or at least directly affiliated with scirra.com.

  • It would help a lot if you included an example cap of the problem at hand. Without it people trying to help would have to recreate the situation themselves. And then maybe due to different approaches / events they wouldn't even run into the same problem. If you shared a cap, I would be happy to look into it.

    Also: which version of Construct are you using?

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  • Maybe there's still something else interfering with the animations. It would sure help a lot if you shared the cap.

    Other than that there's a pretty easy way to use animations with a dummy sprite. Just give your Dummy (the placeholder) all the animations of your actual character sprite - or rather those that can be tagged. For all those animations use one and the same frame, so the placeholder won't actually change shape or appearance.

    So you'd have animations like Walking, Jumping etc. on your dummy and your character sprites. The exact same animation names. Now add the proper tags to the animations of the dummy, which is the object which actually has Platform Behavior. If you don't know about tags they can be set to the left in the properties bar when you click on an animation name. So your jumping animation gets the tag Jumping of course and so on...

    Now all you need to do is set the animation of your character to the animation name (sprite.animname) of your dummy in an always event. You can see a setup like this here: http://dl.dropbox.com/u/2306601/tut02.rar

    Sorry for the german names in the cap, but it's part of a german construct beginner's tutorial I made a while ago.

  • Very nice little game! Didn't manage to get more than 31 right so far (with 0 wrong of course). Don't think i can push it much more though...

  • That game looks excellent in motion Minor. Give us something playable already!

    The following is a video of something I'm NOT working on anymore, but I guess it's still worth mentioning:

  • That looks very charming Minor!

  • It changes quickly between walking and falling animations because on some of the frames of the walking animation you have a bit of transparent space below your sprite (namely frame 2 and 5). Since you're using the sprite itself for the collision with per pixel mode, it briefly starts to fall on these frames. Change the collision mode to bounding box for a quick test and you'll notice that the glitch is gone.

    I suggest you use a box shaped dummy sprite for the actual movement/collisions and just place the animated sprite on top of that. Or you could try the collision mask feature, but in my opinion the dummy method is still handier, especially for beginners.

  • I've spent too long tying to figure this out. Why wont the light follow the mouse, I've copied the example exactly (right down to capitolization and spacing). How can I make this follow the mouse? Or attach it to an image point on an object?

    You basically have the right events. But your dividing by Sprite.Width and Height, yet your sprite is larger than the window. Divide by DisplayWidth and DisplayHeight instead or resize your sprite to fit the window.

  • That was actually one of the things I looked at already. I've checked, and my text is within the rectangle in the layout view. It's still not showing up.

    Well in the cap you provided the text is sitting somewhere near the sprite. You said you did already put it up there? Up there like that:

    <img src="http://dl.dropbox.com/u/2306601/textup.png">

    Then it should appear. Which version of Construct are you using presently?

  • I think understand what's happening. Basically you divide the rule string using $ as the delimiter and then loop through each snippet comparing it to the first same number of letters in the input string and then you delete the length of the snippet plus one character, the delimiter, from the input string.

    Couldn't have said it better myself!

    Thanks for the help and thanks for the warm welcome

    My pleasure!

  • Quazi and Davio basically already provided the solution to your problem. Also you might want have a look here: http://www.scirra.com/forum/viewtopic.php?f=3&t=4916

    [quote:21y9omml]

    To be clear: when you start out in the layout editor, there's one outlined rectangle which represents your game's window/resolution. So place all the stuff on a Scroll Rate 0% layer inside this rectangle in order for it to appear on the screen. It doesn't matter that your game is actually starting all the way down in the layout.

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PixelRebirth

Member since 26 Mar, 2008

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