PixelRebirth's Recent Forum Activity

  • Good work on those soldiers! Keep it up.

    And you better didn't lie about those giant bosses. I like 'em big!

    What resolution are you planning on using for the game btw?

  • The problem with this is for instance if I have several animation frames in a sprite but I want it to start on a particular one upon creation. The sprite will appear, though it will flash in its initial frame for a single tick. This is the visual indicator, any event such as setting its position or size following that event, but not within that event, won't affect the object until the next tick.

    I'm pretty sure I never experienced that. When I create a sprite, all the following events will be run in the very same tick as well. Wouldn't what you describe also mean when you created a sprite and destroyed it in the next event, it still appeared for one tick (which obviously doesn't happen). Or I'm not sure what you're getting at.

    (Btw you can set the initial animation and frame in the properties. But I guess you knew that and need to change it dynamically.)

    It would be really nice and comfortable if objects were created and destroyed at their actual line of code rather than before each tick renders a picture, and I don't quite understand how this approach was chosen to begin with.

    Actually I'm pretty positive that's how Construct works: creating/destroying objects at their actual line of code. Otherwise many things I had tried in Construct would have failed horribly.

    Then again I dunno I might want to see an example cap demonstrating the problem you described. Since I might just not get it after all...

  • Wow I love the new features in 0.99 versions. I actually didn't want to try any unstable versions anymore (lazy me), but this pretty much rocks already. Great job!

    Okie doke, testing now... this will be four versions of Construct installed at once! A personal record.

    Edit:

    <img src="http://i29.tinypic.com/qssdjc.png">

    That's one hell of a weak personal record:

    <img src="http://i32.tinypic.com/2q8bjw1.png">

    But I suck at deleting...

  • I'm playing a little with lights in my latest project:

    <img src="http://erikakempf.de/construct/evertease1.jpg">

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  • Well I'm pretty sure you are overcomplicating things here.

    Since I never tried a classic scrolling Beat'Em Up myself so far, I'm not entirely sure how I'd approach it. But not sure about the combination of 8 direction and Platform behavior.

    Anyway, I tweaked it a little bit. I used a PV on the sprite to store the last Y position when jumping. I also made use of your Jump global, you could use a PV for this too though.

    Just have a look: Tweaked Cap

  • You probably should use some basic math for this.

    35/40 is 0.875... your ratio basically.

    Then set sprite.width to 40 + random(X)

    and in the following action you set sprite.height to sprite.width*0.875.

    That should work. Remember you will not really get random sizes this way since you're only adding a random number to the size. You should use + random(X) - random(X) or something. Unless you want only bigger versions of course.

  • Good one. I hope you feel better soon, Miro!

  • Oh apparently Imageshack doesn't like what I'm doing...

    <img src="http://www.erikakempf.de/blessing/metal_drama.jpg">

  • Soldjah didn't really surprise me either.

    <img src="http://img207.imageshack.us/img207/3269/metaldrama.jpg">

    Oh the drama of being a metalhead...

  • Hey Lucid, that's a very smart method you have right there! Much better than my earlier attempt at something like this.

    Your example tends to crash though when you keep typing some text. Anyway, this seems to be the method to go atm. Well done!

  • I think all it needs is a "DUCK" is NOT down condition in event number five.

  • It's great when you're writing an answer just to notice deadeye was faster. lol

    Still I have a little thing to add:

    I noticed that you might have tried to use tagged animations on the character. This only works with the object that has platform behavior applied to it. You could still use tagged animations and set the animations of your visible sprite accordingly with an always event. But beware tagged animations are currently a little buggy or so I've heard.

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PixelRebirth

Member since 26 Mar, 2008

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