Steven's Recent Forum Activity

  • lucid Hey, the new panel works much better over all but its offscreen check is happening at its hotspot, so the objects are disappearing from the frame.

    dl.dropbox.com/u/1487524/Scirra/PanelBug.cap

  • I think this was handled in the wrong way.

    Good products, better accessibility, better service. The internet has changed everything. The decline in physical media isn't going to be bolstered by eliminating file sharing.

    Give this interesting article read:

    cato-at-liberty.org/internet-regulation-the-economics-of-piracy

    But like all DRM schemes legitimate users are the ones burnt. You have to wonder at the collective value of legitimate content that has been cut off from copyright holders as a result of this one for all action.

    If you own content and send a form to youtube saying that somebody uploaded it illegally then youtube will remove that content. Megaupload would simply ignore those requests- and that's why they are going to jail.

    I follow several bands that have had their uploaded videos and music tracks removed and accounts deleted from youtube multiple times because of false copyright infringement notices. I would say from the volume of videos they get it would be very hard to verify these things in a timely manner, if at all.

  • You could just cycle the clouds around the screen chap. Something like this.

    For each cloud-

            cloud.x is greater than ScrollXRight + 500 Set position to ScrollXLeft - 500

    This will place the clouds back to the left side of the screen once they have left the right side. The extra 500 is to have the cloud off the screen before it changes position.

  • LukeMarkBrady Here is an example of what I was saying.

    dl.dropbox.com/u/1487524/Scirra/LineExample.cap

  • LukeMarkBrady You don't need two hotspots. hotspot 1 for the origin point, and from there you set the width to the distance from the origin point to the mouse[distance(values in here)], and the angle from the origin point to the mouse[angle(values in here)].

  • I, so far cannot find exactly what is going on. However, the reason the animation is stuttering is because it is not checking the ground properly, probably something to do with the collision mask. Which is probably causing your problems. The jumping and falling animations also do not have collision masks.

    dl.dropbox.com/u/1487524/Scirra/Problem.cap

    What I recommend is that you create a separate collision sprite. Then set the animated character to that sprite with an always condition. You should also change the tiledbackgrounds you use for collisions to sprites.

    Give that a go and see if it helps, let me know either way.

  • Hey guys.

    This is a request to anyone that has access to the RTS behaviour source. I really want to make use of it, but the cell sizes are 10, 20, 30 etc, where as the rest of game development is based on power of two sizes, 16, 32, 64 etc. If it isn't too much trouble to swap the values out.

    If anyone could suggest reasonable alternative pathfinding methods I am all ears too. :)

    *Tried editing the topic title to be more descriptive*

  • It displays the second frame first, because it is set to animate. You need to turn the animation speed off in the animation properties.

    The main problem you have is that 'on click' is read over the two events. It checks the animation frame, sets the animation frame, checks the animation frame and sets it back to the first.

    Here is one way around that, manually checking that the button is released between events.

    dl.dropbox.com/u/1487524/Scirra/SpriteTransition.cap

  • First of all, the default behaviours handle multiple players. So that is an option.

    Otherwise, try using a 'for each object' event instead of an 'always'

  • Nilesh - Well, what was it?

  • The particle emitter objects display zoom ratio is thrown way off if you have a grow parameter other than 0.

    dl.dropbox.com/u/1487524/Scirra/ParticleBug.cap

    Is anyone able to have a look into this one?

    <img src="http://dl.dropbox.com/u/1487524/Scirra/ParticleGrow.jpg" border="0" />

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  • Lucid - I have a feeling this is where the larger issue is, baring anything drastic in the transition code. The events for layout 2 start running on layout 1, at the start of the transition where there can be discrepancies, Objects that are not present on layout 1, equations that won't work, code that doesn't make sense out of context. Most of this just gives poor outcomes like the sprite colours being wrong in my example, but what about events that can't handle being wrong?

    Your modification effectively works around the issue. I ran into it years ago and am now capable of skirting it in other ways, but seeing as you were interested in taking a look I thought it might be helpful to have this example.

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Steven

Member since 18 Mar, 2009

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