PixelRebirth's Recent Forum Activity

  • If you click on the camera object in the object bar while in the layout editor you'll see a "Bind to layout" checkbox in the properties pane on the left. Checking this will disable unbounded scrolling.

    Ah, so that's what "Bind to layout" does...

    Good to know!

    Although it doesn't seem to take zoom into account. So if it's like in your cap with layout and window the same size, there will still be no place to scroll.

  • Hey Drule, you should update your Advanced Camera once again to version 0.92b if you didn't already. There are margin settings for the follow action which could help with your problem.

  • IMO someone just needs to say: "I want to make a video, send me your EXEs here" and then go ahead and create the video (multiple people could do this as well, no issues with more than one video).

    I totally agree with Ashley on this one. If people have to record their own clips and stick to certain rules with the video, chances are this won't get made. Would be much wiser to have one video editor record and edit this from EXEs.

  • Hey there Namelezz! Great to see that this project is still alive. I remember the first sword slashing videos. And what I see in the cap looks great!

    As for your problem: all you do right now for scrolling is center view on the Hero sprite?!?!. If you just clamp the Y position of the camera to a certain position you'd have a really simple solution. Also I'd strongly suggest you start using the Advanced Camera plugin for this. It's really a great and incredibly useful plugin!

    For a quick test I threw advanced camera in your cap and clamped it at 900 max. Looks like this:

    <img src="http://dl.dropbox.com/u/2306601/900clamp.png">

    I'll have a look at the sword thing you mentioned too, but as your cap is pretty complex it may take me a moment.

  • Since this is basically a toggle, you won't get get proper results with events like that. You should use an ELSE condition for this.

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

    Or even easier:

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

    Thanks to Shviller for pointing that one out, hehe. It's a nice and simple method for toggles.

  • The golden asteroids are a nice touch. Spammers get punished now. I know I destroyed 3 golden ones in a row because of my trigger happy attitude.

    I played it here on an older single core AMD 3000+ with 1GB of RAM and a Geforce 6600GT graphics card and I got about 40+ fps with some other windows open at the same time. It felt still pretty smooth and was very playable. Have yet to try it on my other newer PC, but it's unlikely it'll have any problems to keep this at vsync fps rate.

    Also this gets really hard as soon as the asteroid debris become smaller. Is it me or are you just stuck in there after you've used up all of your lives?

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  • Woa thetrue, this is really hard. I always happen to collide with something. Do you use bounding box collision on the Witch sprite?

    Also I kind of get the feeling this should constantly scroll. It's just more natural in such avoid obstacles kind of games I guess.

    I'd also like to see smaller sprites/more forgiving hitboxes and at least the option to go windowed. It's a nice start and I hope you'll take the time to improve upon this.

  • That's a beautiful little game. I love the whole spray/reveal effect.

    I hope we will see some more levels since the concept is so much fun and has huge potential!

  • It sure looks pretty weird. Also it looks so blurry. Are you sure your sampling is set to point?

  • I almost forgot about this. But since I intended to share the source for this, well here it is:

    PerlinScape 0.4 with source

    It's a bit messy and you can probably tell I made this up while I was creating it. It was my playground with the Perlin Noise plugin and mesh distortion after all. Originally I intended to tidy it up, probably starting over from scratch with a clean commented cap. But for now you'll have to live with this.

    I quickly added a slider for Z elevation in there and the ability to enter the seed manually. The source was also saved in 0.99.82 and uses the Perlin Noise plugin (obviously) and the True Greyscale effect. Both you should be able to find here on the forum of course.

    Oh and you guys... what about making pretty planets out of such landscapes now?

  • I can't put it back - it's fixing a bug. I understand your frustration, but it's not an unintended feature, it's a bug which could result in instability of the engine, hence we corrected it to work like it always has everywhere else in Construct. If I left it in, you might find your project randomly crashing because you're depending on an unreliable part of the engine. It's a fix, your project is now more stable, the side effect is you have to change the events that use an old glitch in the engine.

    Of course you're absolutely right Ashley. I guess we'll still have to wait for Construct 2 for created objects to actually exist at the same event line. Which I guess this issue is related to.

    So it's just a matter of changing my habits really. Which most people hate to do, haha.

  • Such is the way of large projects made with beta builds of Construct. I don't mean to sound harsh, but you can't say you weren't warned, and you can't claim that you weren't aware of the risks. Hopefully you can fix the issue by using a different method.

    And it's not the first time a project was in jeopardy because new features or fixes caused game-breaking results for an individual. The goal though is to make things stable and usable for future generations of Construct users. The good of the many outweighs the good of the few, or the one*. I too have lost work to the inexorable march of progress. Your sacrifice is not in vain, as v1.0 will be all the better for it.

    I'm aware of that. And I don't really have any large projects, just engines and prototype thingies mostly. My concern is more with what I said earlier:

    I can't really see what is gained in basically removing this unintended feature.

    It was just such a handy thing to use. Now that families don't work anymore with objects created in the same tick, takes away a lot from the work comfort of Construct imo. As Ashley said:

    I know it's kind of annoying but the engine has always worked this way - the real bug was that 0.99.7 let you get away with it - but hopefully this is one of the last pre-1.0 pains.

    It's all fine sticking to 99.7 for current projects and all. But Construct 1.0 without this feature still makes me kind of sad tbh. Maybe it just feels awkward not being able to do something you are used to, but I don't know. There don't seem to be very good workarounds for certain things. Families are less powerful now.

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PixelRebirth

Member since 26 Mar, 2008

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