R0J0hound's Recent Forum Activity

  • Here you go:

    http://dl.dropbox.com/u/5426011/examples7/infScroll.cap

    Collisions at the seams of the layout are the only technical issue that needs to be worked around. This is addressed in the example by extending the platforms at the edge of the layout a bit out of the layout.

  • When using families a container will only pick the paired object type, the family the paired object belongs to won't be picked.

    Here's a solution:

    1. Add a variable to the enemy family and call it 'pair'.

    2. Add an action to "always" or "start of layout" to set Enemy('pair') to Red.UID.

    3. Then for all the events that need to pick the enemy paired with Red add these two conditions.

    + For each Red

    + Enemy 'pair' equal to Red.UID

  • I had a look and the file becomes all zeros about two thirds of the way through. The only thing that was salvageable was most of the images, I was able to recover 192 of the 207 image.

    I sent you a PM with a link to the salvaged images.

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  • You mean a kickback? It's basically giving the player some speed in the opposite direction as they're shooting. The implementation varies depending on what movement behavior you're using.

    Here is an example for a platformer:

    Shoot angle=0

    ***

    player X speed to x_speed - 20

    Shoot angle=0

    ***

    player X speed to x_speed + 20

  • It sounds like your project may be corrupted. If you post the cap file I can see if it can be salvaged.

  • The easiest would be to use the Absolute Value expression or "abs()".

    ex:

    abs(-2)=2

    abs(2) =2

    Edit:

    Barely beat tulimide.

  • It's no simple 1 line calculation, but here is one way to do it.

    http://dl.dropbox.com/u/5426011/examples7/createbyname.cap

  • Here's an example:

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

    The word search is pre-made, making it generate a word search from a list of words is another can of worms.

  • The alien sprite's "hit" animation doesn't have an image point defined, so it defaults to 0,0.

  • The official FAQ says they will eventually make one, but are finishing up the html5 exporter first.

    http://www.scirra.com/construct2/faq#exe

  • Here is your fixed capx:

    http://dl.dropbox.com/u/5426011/fixed/AngrySalaryman_003fixed.capx

    The Images for AlienActor, Alien_RightHand, Alien_Rightfoot, Alien_LeftFoot, Alien_Body, Alien_Head, Alien_Gun and Alien_LeftHand were all missing and need to be re-imported.

    This bug sounds just like the bug here, which should be fixed in r60.

    If it's different here is the check failure:

    ---------------------------
    Construct 2 Check failure
    ---------------------------
    Check failure!  This is probably a bug:
    
    Cannot find project file for animation frame
    
    Condition: FileExists(GetProjectPath().c_str())
    File: Projects\AnimationFrame.cpp
    Line: 186
    Function: void __thiscall AnimationFrame::Load(const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &)
    Build: release 59 (32-bit) checked
    Component: Construct 2 IDE
    (Last Win32 error: 3)
    
    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   
    ---------------------------
    
  • I had a look, and found a few solutions.

    I did the kickback by adding velocity to the opposite direction of the orc.

    The "death" animation isn't as flaky now, and the "block" animation should work better now. They use timers made with private variables.

    The text glitch was simply the sprite that the spritefonts used flashing one very large frame. Setting animation speed to 0 fixed that.

    http://dl.dropbox.com/u/5426011/fixed/orc.cap

    A few observations though:

    Generally it's more efficient to build your layout with many smaller pieces instead of on large image. In your case it would at least be more efficient to use a sprite or tiledbackground instead of a canvas.

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R0J0hound

Member since 15 Jun, 2009

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