Kisai's Recent Forum Activity

  • I say go with 98.9. That's the version I'm using. It doesn't have all the spiffy new features, but certain things like sound and music work. You have a few more bug fixes about certain things in the latest version though, but the fact sound and music doesn't work in it is probably a bug too, so... Just download a few, try 'em out, I guess.

  • Ooohhh, sweetness. With that text width/height thing fixed, I may be able to use my project in the new versions now. ^^ Let's just see if everything works the way it should...

    Um... wait... Seems to be a problem with trying to get a sound to play. I can import and preview a sound just fine, but the problem arises when I try to go into events, double-click the AudioX object, and then tell it to play a resource, or music, and it shows me the dropbox to select which sound effect or music from the available resources. Nothing shows up. o_O What's wrong? I don't get it... I can't imagine there's something wrong with how I'm doing things or anything...

  • I tried creating a little death event, but the thing is, I have it so that it starts the current frame all over again, and for some reason, the music starts from the beginning, as expected, but somehow, you hear two instances of the music playing. I cannot figure out why something like that would be happening. All other objects only get re-created once, right? What's making the audio object glitch up like that?

  • Fixed? That actually sounds like a neat idea, but why not leave it strictly optional?

  • Holy crap! That "grid movement" thing... it's like Mega Man, or Metroid! O_O Awesome! I'm SO using this.

    Is it possible to make a camera transition from one room to another that's more subtle? It's hard to describe, but I'll give you an example, since this whole thing is giving me very Metroid-like ideas. Say you come to a wall, a dead-end... or so it seems. Beyond that wall, the room continues onward, but you have to know to blow away parts of the wall to get through. In Metroid, it wouldn't be so much a "room" transition, but rather, the camera would continue to follow you beyond that point. It would kinda be following behind, and you'd be sort of at the edge of the screen as you continue on. ...Kinda hard to explain... damnit...

  • I... wasn't complaining about the jumping being more floaty... Just... making an observation. ^^; The jumping fell a little slower, that's all. I thought it was supposed to be that way. More refined, or whatever.

    And like I said, I figured the "get text width" thing was a bug. ^_^ I understand. No worries. I had assumed that from the beginning. Well... I assumed it shortly after looking at a few things in the newer builds anyway...

    I had no idea we were anything like what you'd call beta testers... ^^; Well, it's an open beta, not like the LittleBigPlanet beta, or the Metal Gear Online beta, so it's not like I can really brag about being a beta tester.

  • Hmmm... I tried that, and... what I got was a Construct glitch. I start falling through platforms right away with jumping because it's detecting I'm holding down the jump button... But that's in a sub-event! It shouldn't be acting independantly on it's own... o_O

  • That's enabled by default, and... not really what I wanted to do. ^^;

  • How on earth can I do this? The biggest obstacle for me seems to be that I can't keep the character from jumping. What I initially tried was something like this:

    MouseKeyboard: "Down" is down

    MouseKeyboard: On "Jump" pressed

    System: Trigger once

    PlayerFall through platforms ? Yes

    But... I can't even see what sort of result, grossly wrong or not, that gives me because of the character jumping. Is there a way to do the classic down + jump way of dropping through a platform?

  • Whoa. Awesome. ^_^ Thanks.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • [quote:18a8mo0q]Always position the arm object at ArmPoint, and set its width to distance(player.x, player.y, hand.x, hand.y)

    There's actually a thing for something like that!? Seriously!? There's no manual complex mathematics involved?? I WONDERED if there was something like that, but I doubted it, and couldn't find anything like that when I tried looking...

    But that worked precisely and EXACTLY like I wanted. ^_^ Awesome. Thanks. I wouldn't have even had to ask if I knew about that "distance" thing. Is there anywhere where there's a complete, comprehensive list of all those sorts of things? Like ".count", "distance", or anything? Is there a full list on the wiki or anything?

  • Holy mother of the Mana Goddess, that is freaking awesome! The very first thing I thought was, "I don't see split screen. Oh... the camera's spacing out... Is this the best it can d-- HOLY CRAP." and I was IMMEDIATELY reminded of the greatest co-op 2-player game ever, Toe-jam & Earl, and how this not only perfectly emulated it, but easily surpassed it. @ Man, Construct can do some AWESOME stuff.

Kisai's avatar

Kisai

Member since 12 Nov, 2008

None one is following Kisai yet!

Trophy Case

  • 16-Year Club
  • Email Verified

Progress

17/44
How to earn trophies