R0J0hound's Recent Forum Activity

  • The mouse has a higher priority than an application, so it's possible to move off the window and click before the mouse can be clamped. A solution is to force the mouse to the center of the window and just move a sprite when the mouse moves. That is only needed when dragging, otherwise the mouse should be free to move as normal. I also implemented drag n drop with events since the behavior uses the actual mouse position.

    http://dl.dropbox.com/u/5426011/examples6/Custom%20drag%20drop.cap

  • There is no built in way but you can do it with just a few events, no large look up table needed.

    http://dl.dropbox.com/u/5426011/c2/decimalHex.capx

  • 1. Create two objects of the same type.

    2. Give the first object a instance variable.

    3. go to the event sheet and add event.

    4. select the object that doesn't have an instance variable and select "compare instance variable".

    It says "<none, add instance variable first>", so far so good.

    5. Click back twice and select the object that does have an instance variable.

    6. Select "compare instance variable" and a check failure occurs:

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Returning NULL instance variable

    Condition: instance_var != NULL

    File: Projects\Parameters.cpp

    Line: 279

    Function: class InstanceVariable *__thiscall EventParameter::GetInstanceVariable(void) const

    Build: release 56 (32-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

  • Construct 2 uses visual event sheets, no code knowledge is required.

    http://www.scirra.com/construct2/event-editor

    Unless you're talking about making plugins, then it would be javascript.

    http://www.scirra.com/forum/javascript-plugin-and-behavior-sdk-documentation_topic44005.html

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  • Set the font to "Pet Me 64" instead of "PetMe64" and it works. The set font goes by the font's internal name not the font's file name.

  • Another method not mentioned is using an array expression:

    {1, 5} at (random(2)+1)

    Some other examples:

    {"spring", "summer", "fall", "winter"} at (random(4)+1)

    {1, 1, 2, 3, 5, 7, 12} at (random(7)+1)

  • Here's another way to scale the array by setting the large array by sampling from the small array.

    + System: Trigger once

    + LargeArray: For Each element

    -> LargeArray: Set index (LargeArray.CurrentX, LargeArray.CurrentY) to AsteroidArray (int((LargeArray.CurrentX-1)/4)+1, int((LargeArray.CurrentY-1)/4)+1)

  • No need to use distance, just place a spite where you want to shoot from and set it's angle at what you want to shoot at. Then increase the width until it collides with a wall.

    http://dl.dropbox.com/u/5426011/c2/laser.capx

  • You have the Audiere object set to be global. Global objects are not destroyed at the end of a layout so they exist on all following layouts. You also have a instance of the Audiere on each level, you only need one instance on the first layout since it's global.

    As it is now there will be 13 Audiere objects playing on the 13th level, which will be be noisy.

    There is pixel manipulation in javascript:

    http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#pixel-manipulation

    But it's not very fast from the tests I've seen.

    Ashley's reason for implementing polygon collisions instead is pixel collisions wouldn't be fast enough.

    http://www.scirra.com/forum/pixel-perfect-collision_topic44099_post275971.html#275971

  • I'd use a local variable:

    local var: orvar=0

    If "Player_Action" = window -> set orvar to 1

    If "Player_Action" = okno -> set orvar to 1

    if orvar = 1 -> do some stuff

    I you use a global variable instead of a local then you need to reset orvar to 0 before that block of events.

  • Ok, fixed it so that modes are not repeated. The other modes were rotated modes and modes with different refresh rates.

    On my computer only these modes are now listed:

    320 200

    320 240

    400 300

    512 384

    640 400

    640 480

    800 600

    1024 768

    1280 768

    1280 800

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R0J0hound

Member since 15 Jun, 2009

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