PixelRebirth's Recent Forum Activity

  • I was just now able to download your cap, since Megaupload told me before the file wasn't available for some reason.

    So I didn't really look into your cap so far I'm afraid. Won't you include the Z dimension of the array in your app? Anyway, will give you more feedback soon.

  • You need to change the sampling under the application properties from linear to point. Then the rendering will be suitable for pixelart.

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

  • Hey nowon, can you tell me what this event is in your cap file?

    It's called an inverted condition. So it will be true as long as Block does NOT overlap Terrain. You can rightclick a condition and choose "Invert condition" to invert/negate it.

    Also let me mention that the always condition in that first event is unnecessary . You can as well leave it out. The event will run every tick nonetheless.

    More importantly in Nowon's example and your cap you're just adding to the Y position without incorporating TimeDelta (it would have to be like set Y position to object.Y + 'Y Speed' * TimeDelta). Which would mean the blocks will fall at different speeds on different computers depending on the refresh rate.

    So this is really a thing you should keep an eye on. I recommend reading the following wiki article: TimeDelta Wiki

  • PixelRebirth, I don't know if I should use an unstable version if I'm not one of the engineers working on this project.

    There's no need to be overly afraid of the term "unstable". In fact you'll get some sweet new features from more recent Construct versions. Which is why most users on the forum (who surely aren't engineers either) are working with those "evil" unstable builds.

  • On further investigation this seems to happen when the platform behavior controlled sprite and the solid object it collides with are BOTH set to bounding box collision. If one of them is set to per pixel, it will work.

    In your example Uberlou youre using a tiled background which would be automatically bounding box collision. Try setting the player hitbox to per pixel collision and it'll work again... heh. Or just use the workaround.

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  • I bet you use still use version 0.99.62, which is the latest marked stable. But most people here on the forum use a more recent version, often the very last release. Look for it in Construct Discussion.

    The cap was saved in 0.99.7. But you can just grab 0.99.84 I guess.

  • Use physics behavior.

    lol, I knew someone would say that. I don't want to use the Physics behaivour because it interacts awkwerd with other objects, and I only want objects to fall down untill they hit another object and stack on it (Like Tetris). Sorry, Thanks for your reply though.

    I was about to say the same thing as Lost my Keys. But now that I know what you need it for, it's obvious you can't use physics for that.

    There are Tetris examples somewhere and the forum btw. Maybe do a google search.

    Still I made this example

    http://dl.dropbox.com/u/2306601/cubebust1.cap

    to kind of resemble your pseudo-code. Maybe it'll be helpful to you. Cheers.

  • I'm having a problem with platform movement when I jump and hit a low ceiling. The sprite seems to stick to the ceiling though I can move left and right. Is there a checkbox or something that I'm missing? Example cap (v99.84): http://www.louisferina.com/games/jump_test.cap. Ill report this as a bug if there's no solution.

    I tested this in 0.99.7 (which is still my favorite unstable version) where it still works fine. In 0.99.82 and 83 however (don't have 84 installed) it sticks to the ceiling like you described. There are numerous platform behavior fixes that are already done and may very well be in the next release. So hopefully it'll be fixed soon.

    Meanwhile you can use a "Ceiling just above" condition and set the vertical speed to a higher value like 60. That should prevent the player from sticking at least.

  • Maybe because I'm using an unstable version.

    Aren't we all?

    Well, go to layout shouldn't freeze, that's for sure. Maybe you'll find what's causing this by checking your events (delete some and test ) or somebody experienced that bug already and can give you hints. Anyway, good luck with your project!

  • I used Go to Layout but the game freeze

    Too bad.

    Care to share a cap? That way you surely could be helped.

  • If you want to reload a level just choose the "Go to layout" action of the system object and enter the name of the current layout. By referencing the same layout that is currently being active it will basically be restarted.

  • That's basically what I wanted to do:

    Extract a bunch of information from either a text file or some other means, into an array.

    I just didn't know whether there was a simpler way to do it than manually telling Construct to set each array value.

    So it wasn't completely improper to post this wip example?!?! I'm glad.

    You'll find yourself using For each element and loops in general a lot when working with arrays. At least that's what I do. Good luck with your project(s)!

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PixelRebirth

Member since 26 Mar, 2008

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