AshyRaccoon's Recent Forum Activity

  • If you want it to go to a set list of waypoints, use "Add waypoint at" several times, such as:

    Start of layout:

    • Add waypoint at 53,200
    • Add waypoint at 125,180
    • Add waypoint at 100,150

    If you want it to go to one spot, ignoring all the waypoints you've set previously, use one of the RTS "Move to" variants.

    At least I assume that should work. The "Add waypoint at mouse" and "Move to mouse" actions worked this way.

    (I.e., on left click: Add waypoint at mouse. On right click: Move to mouse.)

  • Very interesting.

    On 100% magnification, with the gradient set to 100% on both ends, it has a sort of "inside a tube" effect. I remember something like that in Castlevania IV.

  • Brilliant. Thank you for making this. It is working for me so far.

  • Anyway, how do I set the value of a textbox equal to a global variable?

    Add an action, Text > Set text... and for the value: global('variable name goes here')

    like global('var'), global('i')

    If it's a numerical value, do this: str(global('variable name')) or alternatively like "" & global('variable name')

  • I also get the error when trying to preview it.

    It runs if I remove the Platform behavior from the purple TiledBackground.

    If you will be using this box for collision, try changing it into a sprite, with bounding box collision. You could even make it a 16x16 sprite, or something similarly small, and resize it as desired.

  • If APlayerNum=1 then set A's animations to Player1

    If APlayerNum=2 then set A's animations to Player2

    If APlayerNum=3 then set A's animations to Player3

    If BPlayerNum=1 then set B's animations to Player1

    If BPlayerNum=2 then set B's animations to Player2

    If BPlayerNum=3 then set B's animations to Player3

    If CPlayerNum=1 then set C's animations to Player1

    If CPlayerNum=2 then set C's animations to Player2

    If CPlayerNum=3 then set C's animations to Player3

    I think you may be able to make it this:

    Set A's animations to: "Player" & Global('APlayerNum')

    or.. Set A's animations to: "Player" & Object.Value('APlayerNum')

    Whatever the variable is stored on.

    And so on for B and C.

    Set B's animations to: "Player" & Global('BPlayerNum')

    Set C's animations to: "Player" & Global('CPlayerNum')

    There might be a better way to do it all around, but I can't think of anything.

    Oh, does it need to be 'always'? Can it be 'trigger once'? Or just done at the start of a layout, or something?

  • 0.21

    <img src="http://dl.getdropbox.com/u/1712024/screenshotsaver0_21.png">

    Download: http://dl.getdropbox.com/u/1712024/screenshot%20saver.zip

    The zip contains the cap file as well as an exe.

    This makes saving those printscreen or alt-printscreen screenshots quick and easy.

    When you copy image data to the clipboard, or take a screenshot with printscreen or alt-printscreen, Screenshot Saver will automatically pull it out of the clipboard, save it as a PNG in the directory it's in, and clear the clipboard.

    It is saved under a filename like "2009-10-23 16;44;05.png". YYYY-MM-DD HH-MM-SS. Nice and easy for alphabetical sorting.

    The "Enable" button controls whether or not it automatically pulls clipboard image data out and saves a PNG.

    When "Sound" is depressed, it will play a sound when a PNG is successfully saved.

    "Paste" pastes from the clipboard and saves a PNG. The clipboard is not emptied in this case.

    "Clear" empties the clipboard. I had to fill that space with something.

    When first ran, Enable and Sound aren't depressed by default, just in case you have image data in the clipboard right then that you don't want pulled out and saved. When you use those buttons, though, their state is saved to an ini in the program's directory.

    Do feel free to take the cap, rip it apart, modify it, use it and re-use it in projects.

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  • If you need them destroyed forever, even after loading a save game, or changing layouts to another and back, you could use a hash table, and add/store keys like..

    Pseudocode:

    On start of layout:

    Set global 'number' to 0

    For each family_destroyable

    • number: Add 1
    • Set family_destroyable object's variable 'id' to number
    • Hashtable: If key: LayoutName & number Doesn't exist, then add it
    • Otherwise, if hashtable key LayoutName & number Does exist, and it's 1, destroy this family_destroyable object.

    Then when destroying such a thing:

    Hashtable: Set key LayoutName & family_destroyable.value('number') to 1

    So you'd end up with a hashtable key names like, for a layout named 'Some House': Some House0, Some House1, etc.

    I suppose they'd get out of order when deleting one of the destroyable blocks.. Still, it's one way to do it.

    In short, using a hashtable to keep track of which objects are destroyed. You can then save and load the hashtable when needed.

  • I agree, too. Editing levels takes more time or work than it seems like it should.

    Being able to click/drag to add or change tiles in positions like that would speed things up greatly, I think. I mean, I would prefer it.

    A plugin or feature for this should check for square or rectangular regions of the same tiled object, and combine them into one where possible. It'd also be nice if it could stretch certain sprites (such as the ones some use for collision). Oh, and the plugin/feature ought to have an optional setting where you can choose to add these collision blocks with the blocks you draw. Maybe. Though that could be done manually, too. Also, one would still want to be able to cut out holes in the collision afterward for hidden tunnels and things.

  • The lack of a sustain meant it was impossible to get up after grabbing a ledge with my ledge grabbing code. I did try sticking an invisible solid object under the Player to trick the behaviour into thinking he was stood on the ground, but it wasn't really ideal.

    What I did before is set the player position to a point up on top of the cliff, set the animation to a cliff-climb animation which has its frames' hotspots set to make it look like the player's climbing up on top of the cliff, and the player can't move or turn while that animation's playing.

  • I didn't even know it had (sorting) options. I never right clicked in it.. I'm definitely going to use sort by name now.

    I agree about the layers. I sometimes forget and create things on the wrong layer as well. It happens to me a lot when I open other layouts.

  • I am confused by the "Sprite4.Opacity = Sprite3.Opacity"

    What it should be is just Sprite3.Opacity

    That is, try:

    Sprite4: Set fade maximum opacity to "Sprite3.Opacity"

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AshyRaccoon

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