tulamide's Recent Forum Activity

  • I usually work with private variables in cases like this. Just set some 'id' and when picking use that 'id'

    (pseudocode)

    + Text pv 'id' = "mysupercooltag"

    -> do something with the textbox matching the tag

  • A layer with an effect applied will be rendered to its own texture, so there's no way (and I don't see the need for it)

    But you can at runtime use the action "move to layer" at any time.

  • When data constructions get that complex you shouldn't work with arrays. A better way would be to use custom classes (data structures). lucid's 's' or Python offer that. Ignoring technical aspects it also helps you in the development process to access data with something like

    npc.villager(1).female.lefthand.fruit

    instead of

    array(1, 1, 2, 2, 4)

  • The only thing that comes to my mind is that you might have installed CC with your AV active, but it reacted to some false positive. You could try to uninstall, then cut your pc from the internet, deactivate your AV and install CC again. (Don't forget to activate your AV after that and before plugging to the internet again)

    Other than that I have no clue.

  • No, that's impossible to tell. It's completely game dependent. A Windows pc and a DirectX9 compatible graphics card are the minimum.

  • declan_gage

    Only if you want to save the current state of everything in your layout. CC doesn't offer to just save the map.

    abhilash2863

    I once made a thread about array and hash table and presented the same, but using the hashtable object. Its advantage in this situation is that you don't need to care about reorganizing your data when deleting. http://69.24.73.172/scirra/forum/viewtopic.php?f=8&t=8400 (See my second post)

    And if you want to explore more things possible with the array object, have a look at "Verve!" about organizing, inserting and sorting of arrays. http://www.scirra.com/forum/example-verve-a-mini-game-of-skill_topic41461.html

  • 'ScrollX' and 'ScrollY'

    For the top, left, right and bottom edge there's ScrollXLeft, ScrollXRight, ScrollYTop and ScrollYBottom.

    Construct wiki

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  • Wolod

    Thank you, I was wondering if I'd done something wrong :)

  • That cap isn't readable on my end. I downloaded the latest official r2 release of construct classic.

    "Failure to load..."

    "This cap was saved with a newer version of construct"

    How come?

    I just downloaded the latest...Hmm, that's strange. I built the cap with R2 and only used Perlin Noise plugin of the 3rd party plugs. Anyone else having problems to open it?

  • I can't figure out the relationship between the display size, the frequency in perlin noise plug ver 1 and the center point on where I am zooming.

    Think of the Perlin noise as a scene with unlimited resolution. The scene is created by octave, frequency and seed. If you keep those values and only change width and height, you change the resolution, thus zooming in or out. Width will change the horizontal zoom, height the vertical.

    Let's say, perlin was set to 64x64. If you now change it to 128x128, you see the same scene, just with more detail. If you keep the output size at 64x64 (e.g. drawing in a canvas), you effectively zoomed in. To still present the center, you wouldn't draw 0 to 63, but 32 to 95. You calculate that like so:

    1x zoom was presented with a 64x64 perlin, area shown was 64, center is at 32

    2x zoom is presented with a 128x128 perlin, area shown still is 64, center is 64. Half of the area is 32, ergo 64 - 32 is the left/top-edge, 64 + 32 - 1 is the right/bottom-edge.

    Here's a very rough example cap:

    perlinzoom.cap

    (I wish English was my native language, I could explain it so much more understandable)

  • erase.fx was done with altered render states. I'm not experienced with it, but here is a list with possible blend modes (explanation of each one further down the page):

    D3DBLEND enumeration

    Blending is done between source and destination.

    Just make sure to omit the suffix D3DBLEND_ and remember case sensitivity. Write them in uppercase as shown in the list. It's trial and error, I'm afraid. Just use combinations for SrcBlend and DestBlend, eg.

    SrcBlend = DESTALPHA;

    DestBlend = SRCCOLOR;

    (don't know if this one makes sense^^)

    EDIT: Also have a look at Construct's source code. It seems that only a subset is supported. Common renderer definitions (start at line 156)

  • Pausing the game when "alt" key is pressed is not a feature but an interference. It activates the menu control by keys (you know this from any other windows application that has a menu). You can't see the menu, but it technically exists.

    You have two options to prevent this behavior:

    1) As you said it correctly, if you can live without a caption bar, just untick this option under "Window Properties". Without a caption bar the menu isn't created and "alt" doesn't enter the menu-key-control-mode.

    2) If you don't use the controls to navigate the player, or don't use all of the controls, set one of the unused ones (e.g. "Brake" if you don't do a racing game) to the "alt" key. Then add the following event to your event sheet.

    + MouseKeyboard: On key Alt pressed

    -> MouseKeyboard: Set control "Brake" of player 1 to 0

    But this also means you can't use the "alt" key for anything else.

    EDIT: You may of course also just create a new control (e.g. "nomenu") and set that one to "alt".

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tulamide

Member since 11 Sep, 2009

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