MisfitBYTE's Recent Forum Activity

  • I have a game all but finished and after the swap to 99.42 I'm getting an odd behavior change. The game is simple, firing an object from a cannon to try and get the most distance.

    To do this I'm using the Bullet and Platform behaviors on my object. The odd change is that now, instead of the gravity taking effect it just drifts forever. I have a few Test routines set up to show me things in realtime like the object's speed, speed modifier, and gravity. They show everything happening as normal.

    (Even before I post this I see in the changelog whats caused it. Though I haven't figured out yet how to fix it, so I'm reinstalling the old version next to it. I only post this anyway in case anyone else gets any odd behaviors like it, they can see why.)

  • Currently working on an update for this, so far I have the panels in place and working, most of a new button system to look more like a console RPG and am revising the dialog section to make it into a system so you can build and call up scripts easily. (scripts in the movie sense of the word)

    I'm going to leave the old link up for those who haven't switched to 9.4 but will post a new one when the dialog system is finished.

  • That was it, thanks. Is there a reason for it not going in the sounds/music folders, or a bug that hasn't been fixed yet?

  • I can't get the XAudio2 object to play my resources, they show up in the Project panel and even play with the preview, but when I try to autoplay or load resource in the Audio object, it doesn't even see that I have any loaded. (I've only tried it with .wav and mp3s for music, neither work.)

    They worked fine in the older version, and yes I've saved to a new .cap and tried reloading the resources.

  • Well, I did a better job than I thought I would. I'm sure someone with an ounce of artistic talent can do a much better job..but...

    <img src="http://img139.imageshack.us/img139/9739/constructremake4.png">

    Its small, thats the actual size but I'll work on that later. I'll probably remove the extra icons too. Here's the source to put it on a website.

    <a href="http://www.scirra.com" target="_blank"><img

    src="http://img139.imageshack.us/img139/9739/constructremake4.png" alt="Image Hosted by ImageShack.us"/>

  • Well this should be interesting

  • Are there any official banners for linking people from a personal website to scirra.com?

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  • This couldn't have come at a better time for me, thanks. I was planning to do something with hash tables, this is a much better solution and I had no idea what the INI files were for.

    Thanks

  • http://www.box.net/shared/2tjqrm0axx

    This is the final update for my launcher (unless for bug fixes.) I've decided to postpone changing the GUI in favor of work on a few of my games.

    Please report any bugs to the email address found in the README file.

  • By panel object, do you mean just the background image like I used in that cap, or a feature of Construct I haven't found yet?

  • The purpose is for Dialog boxes in RPGs or something similar. Here's the cap, http://www.box.net/shared/flbrtsc86h I hope it helps.

    Theres a few additions, now instead of the text possibly going off screen if its too long, the box will drop down a little bit.

    It simply checks if the NewWidth would be wider than a predetermined length (like the size of a background image to put behind your dialog box.) If so it drops down. Then if it is twice as much as that length, but not 3 times as much, it will drop down a second level. And if its three times as long, it will drop down a third level.

    I set it up to also adjust the height of the background images, and theres a private variable for those called OrigHeight. You set that as the starting Height of your image (in the panel on the left, no need to do it in an event.) So when the Text box is adjusting its height, the image will set its height to the OrigHeight + an amount depending on how many levels the text has to adjust.

    Theres a seperate event sheet to control the actual dialog, its not a very good example and theres a few kinks but I just hacked it up tonight for this demo.

  • I'm confused about what you're saying. There already is a smaller screen that only has the launch field, Main Menu and exit (and a tiny list box for quick selection.) I could set it to load to that screen when the program starts, if thats what you mean.

    As for minimizing to the task bar, do you mean to Quick Launch? Because it does minimize to the taskbar.

    I haven't figured out how to do it yet, but I'm going to try to make it where the input field will actually show up in the taskbar.

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MisfitBYTE

Member since 1 Jul, 2009

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