madster's Recent Forum Activity

  • Request: An expression that returns the number of image points in a sprite's current animation, so we can loop through them.

  • It doesn't have to be.

    It just means that I won't read it

    _<

  • some systems reroute the PC speaker call through the soundcard.

  • For some reason I had lots of trouble getting that to display.

    Weird, DA always had such nice code.

    Finally got to read one of them (hide and seek gone wrong) but I stopped when I realized it's not even remotely game-related.

    Sorry XD

  • I don't think that's likely to happen.

  • :O

    well if you're starting from scratch....

    I'd like to see:

    -named states: State "idle" (you could still use numbers internally for speed)

    -transitions as event strings:

    +State Machine: go from "idle" to "running" on "run key pressed" (this action adds the transition)

    +State Machine: process event "run key pressed" (this would trigger the previously added transition if the machine was in state "idle")

    -detailed events: On State enter, Is in state, On state leave. These should be mutually exclusive, that is, only one of them will fire at any given time.

    I realize I might be asking too much let me know if that's the case.

  • Groovy.

    Although it seems that the camera's anchor position changes from the center of the screen to the top-center corner according to whether bind to layout is checked or not, which could cause big confusion (I have an object that bounces on camera edges). Also, when switching cameras the anchor changed to the center, causing a jump before the smooth transition.

    stutter is gone though, and now it obeys zoom properly when bound to layout, so yay thx

    Let me know if you want a .cap that shows this new issue.

  • I just tried iso sprites with rts behavior with no issue (except sorting, of course, but that's better solved with the filmation algorithm... it gets easier if everything is ground-based)

    Beautiful concept pixel art btw. Really, kudos.

  • Did you try frecle's tree[d]?

    http://www.frecle.net/index.php?show=treed.about

    Wow. Thanks for that

  • cool. Never happened to me but then I usually do graphics outside of Construct

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  • Hi.

    I'm experiencing some weirdness in my first attempt to use layer inheritance.

    Here's an example .cap file.

    First layout has "inh" layer with an object (I had to make it global so it would show up in the other layout). Zoom rate is set to 0. Only one event that jumps to second layout right away.

    Second layout has two layers with default names. Layer 1 with crosses at edges, zoom rate to 100%, Layer 2 with zoom rate to 0% and inheritance to "inh". There's an "always" event that modifies Display Zoom. The demo shows both layers moving equally, even though Layer 2 has zoom rate set to 0% in both the local layer properties and the inherited properties.

    Is this correct behavior? if so, how should I implement proper inherited UI? any working examples of that?

    Link to upload forum with example file (and same text as in this post):

    http://scirra.com/forum/viewtopic.php?f=16&t=7337

  • Hi.

    I'm experiencing some weirdness in my first attempt to use layer inheritance.

    Here's an example .cap file.

    First layout has "inh" layer with an object (I had to make it global so it would show up in the other layout). Zoom rate is set to 0. Only one event that jumps to second layout right away.

    Second layout has two layers with default names. Layer 1 with crosses at edges, zoom rate to 100%, Layer 2 with zoom rate to 0% and inheritance to "inh". There's an "always" event that modifies Display Zoom. The demo shows both layers moving equally, even though Layer 2 has zoom rate set to 0% in both the local layer properties and the inherited properties.

    Is this correct behavior? if so, how should I implement proper inherited UI? any working examples of that?

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madster

Member since 17 Feb, 2009

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