R0J0hound's Recent Forum Activity

  • I think Construct is and has been ready for a major game. The unpredictable bugs that abhilash2863 speaks of are random crashes of the editor that seldomly occur (at least for me). Save often as this is advisable for any computer program to prevent loss. The runtime however is very stable so you needn't worry about your game crashing.

    I for one appreciate every new version of Construct, but I am not waiting for version 1.0 before I start a big project. I just haven't come up with one yet.

    -cheers

  • Use goto layout and got the name of the current layout.

    So if you layout is named "Layout 1", use this action:

    -> System: Go to layout "Layout 1" with transition "None" lasting 0 MS
    [/code:2l7wb336]
  • Here's a test cap: http://db.tt/QXvbs0 req 0.99.84 or newer.

    As long as the object is flashing, trying to make the object visible or invisible has no effect. It looks like this is by design because all flash does is make the object visible and invisible at regular intervals.

    I'm having no problem making the object visible or invisible once the flash is done.

    Stopping the flash is fairly simple by using the flash action with just zeros:

    -> Sprite: Flash for 0 seconds with 0 seconds interval[/code:1rjaxayk]
    but since you said "that's not the point" I guess that won't help.
    
    I find the way flash currently works to be acceptable, but that's just me.  It's simple enough to do those actions you need done.  For example to hide a flashing object it would only take two actions:
    [code:1rjaxayk]-> Sprite: Flash for 0 seconds with 0 seconds interval
    -> Sprite: Make Invisible
    [/code:1rjaxayk]
  • For the shield you could use the canvas object. Look at the example here: http://www.scirra.com/forum/viewtopic.php?f=16&t=971

  • 1)

    Resize window

    Objects needed: Window

    -> Window: Set size to (320+Window.Width-DisplayWidth, 240+Window.Height-DisplayHeight)[/code:dgxwbn3d]
    replace 320 and 240 to whatever size you want.
    
    If the Window properties option "Caption" is unchecked then you can simplify it to:
    code]-> Window: Set size to (320, 240)

    Center window

    Objects needed: Window, SysInfo

    -

    > Window: Set position to ((SysInfo.GetScreenWidth - Window.Width)/2, (SysInfo.GetScreenHeight - Window.Height)/2)[/code:dgxwbn3d]
    
    2)
    [b]Alternative Fullscreen[/b]
    Objects needed: Window
    Do this: uncheck the window properties option "Caption"
    and use this event:
    [code:dgxwbn3d]+ System: Start of layout
    -> Window: Maximize window
    [/code:dgxwbn3d]
    
    3)
    Construct is not limited to 32 directions, you can have as many directions as you like.
    Click on a sprite and goto the animation tab.
    By default there is only 1 angle: "Angle: 0 (Right)"
    right click on that angle and select "Add new angle"
    You can select an angle from the dropdown or just type in whatever angle you want (repeat for as many angles as you need).
    For 32 direction that would be an angle every 11.25 degrees.
    At runtime the sprite will automatically lock to the closest animation angle.
  • It's not a bug, the Grid movement with "player controlled" checks if the sprite can move in a particular direction by checking if the sprite overlaps any solid at it's destination. If no collision is detected the sprite will move without checking the in between positions for collisions.

    I whipped up an example on how to overcome the problem using the "Manual" mode of the grid movement and checking 1 pixel away before movement:

    http://dl.dropbox.com/u/5426011/examples/grid.cap

    req 0.99.84

  • You can also use unique names for each animation and select one randomly like so:

    -> Sprite: Set animation to {"die","brutal","ahhh","rip"} @ (random(4)+1)[/code:3dr39l0j]
  • [quote:36bguidd]I wouldn't use "Timer equal to", because it is not guaranteed that you will catch the exact moment of 10000ms

    Actually go ahead and use "Timer equal to" because according to construct's source, this:

    +Timer equal to 10000
    ->your actions[/code:36bguidd]
    Behaves exactly the same as:
    [code:36bguidd]+Timer greater than or equal 10000
    Trigger once
    ->your actions[/code:36bguidd]
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  • A cap file is always more useful than a picture. The events look sound, except for the "Every 1 milliseconds" conditions (remove them, they aren't necessary). I made my own cap file with the same 4 events and it works fine for me. What does it do in your cap? You said it doesn't work. Does it do nothing or does it only partially work? I need more details.

  • Citnarf

    If you simply want to have the time from the start of the application you could use the system expression "Timer", which gives the total elapsed milliseconds. Then to split it up into minutes, seconds and milliseconds, use the following formulas:

    minutes:		floor(Timer / 1000 / 60)
    seconds:		Timer / 1000 % 60
    milliseconds:	Timer % 1000[/code:rjzpz98p]
  • This is what I did:

    Set Application Properties->Eye Distance(3d) to 500.

    Enabled "3d Layering" for the 3d layer.

    For both the 3dbox objects I set the "Rise scale" to 1.

    Set depth of Wall3d to 64.

    Erased front face of Sprite3d.

    On event 2, the actions for setting 'distance', X and Z were adjusted.

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R0J0hound

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