R0J0hound's Recent Forum Activity

  • [quote:1kc88t7a]Was it easy for you to make it?

    It wasn't too difficult.

    [quote:1kc88t7a]How would you record animation? or would it be automatic?

    In toralord's time warp example he recorded the position, angle, velocity and animation frame of the player. It's the same case here just record those other value with the position.

  • The problem is since events are run top to bottom the game is set to go to fullscreen and back to a window in the same tick. All 4 of the "fullscreen" sprites are being clicked on since they are at the same location. Just handling one of the sprites being clicked on will be enough.

    Here is a more organized version that works:

    <img src="http://dl.dropbox.com/u/5426011/pics/event4.png">

  • It's pretty straightforward to record the players movement, it's basically a list of positions every frame. The first task is to choose a way to store all the positions, the Array or S plugins will do. Replying is just a matter of setting the player's position to the positions in the list one by one.

    For example I used the Array plugin here:

    http://dl.dropbox.com/u/5426011/example ... eDrops.cap

    made in CC r1

    The "ghost" sprite is in a container with the Array object so that each "ghost" will have it's own list of positions. I keep track of which "ghost" to record the player's position to by a variable with the ghost's UID (unique id). When recording the player's position is always put in the last element of the array, then the array's size is increased by one. When replaying another variable is used to indicate what index of the array to read from. After the ghost positions are set from the arrays a that index the index is increased by one. You can also reverse the replay by decreasing by one.

    Another idea for using this with platform movement is recording and setting x/y velocity instead of position, that should help with having the replay's animations update.

  • Hmm, then that means it's not the image library.

    You said the non power of two jpeg loaded fine. Does the corruption happen only when there is transparency in the image?

    Also just to clarify if you just draw your own non power of two image in the editor does that corrupt?

    How about a power of two width and a non power of two height, does that still corrupt?

    Can you also provide a screenshot of corrupted 127x128 sprite. It will help me identify what's happening since I can't reproduce it.

  • The function object has a expression for that.

    Try Function.NumParams

  • You will need to install a newer vcredist_x86.exe:

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Ize check your PMs, I sent you a fix to test.

    You need to add the mfc and atl include folder and library folder to the search path.

    This explains it pretty well:

    http://www.codeproject.com/KB/MFC/MFCin ... press.aspx

    Skip down to step 4.

  • Why not give the enemy ships the Ball behavior instead of the 8-direction?

  • It works with the latest if you also get lucid's physics fix (in the same thread) and uncheck and check "Use old units".

    You can also do it with just events:

    http://dl.dropbox.com/u/5426011/example ... ctile1.cap

    Any warnings can be safely ignored. The .bsc file is generated by the compiler in the process of building the plugin.

    For building the vector object issue go to "Build->Batch Build..." click "Select All" then "Clean" then you can try to rebuild without that error

    Probably all those errors are due to not having the ATL/MFC libraries. It seems that the CString replacement fix is not really working for anything but the template plugin.

    Here is another link on how to get the ATL/MFC libraries:

    http://www.scirra.com/forum/viewtopic.php?f=7&t=8149&p=63927&hilit=web+download+mfc#p63927

    I didn't post this before because the download wasn't working for me, but hopefully it was just an issue with my ISP blocking it.

  • I figured out what's going on, some of the ground sprites are on the "Non-Layout" layer. I'm unsure how they would get there, I can't reproduce it.

    The only way to access those objects is by events.

    Do this to see them all:

    + System: Start of layout

    -> Ground: Move to layer 1

    Or just add this event to get rid of them:

    + Ground: Is on layer "Non-Layout"

    -> Ground: Destroy

R0J0hound's avatar

R0J0hound

Member since 15 Jun, 2009

Twitter
R0J0hound has 155 followers

Connect with R0J0hound