tulamide's Recent Forum Activity

  • I'm working with the GTX 460 Hawk and have no such issues. WinXP sp3, nVidia driver version 285.58 (an older release, actual version is 296.10)

  • If someone still needs an example .cap, my all-purpose tutorial/example game "Verve!" also shows how to do sprite-based trails.

    You can find it in the tutorial/example forum.

  • Don't panic, just do what Arima said. By eliminating chunks of code/objects from your project, you can find the source of the issue (if any). Then, when isolated the problematic code/object, post here again to see if there's a solution.

  • Creating and destroying objects seems the only way on the fly of forcing them to use their own pv's.

    No, it isn't. It's the event-structure that breaks the logic in this case.

    In your screenshot "Capture3.PNG", the "trigger once"-subevents don't work as you expect. "Trigger once" should only be used as a second condition in an event and can easily confuse, if used in a subevent.

    Instead, think of your issue as a triple state:

    1) object is touched

    2) object will be made invisible

    3) object will be made visible

    Now use the pv "touched" to map that tri-state.

    1) object is touched -> touched = 1

    2) object will be made invisible -> touched = 2

    3) object will be made visible -> touched = 0

    If you adapt the following screenshot exactly as is to your project, it will work (I just omitted the animation setting, which you would have to put back in, in my events 2 and 3):

    <img src="http://dl.dropbox.com/u/11182740/pictures/delay.png" border="0">

    EDIT: In case you didn't find it yet, there's an extensive description of picking (filtering) in Construct's wiki. Just follow this link

    EDIT 2: Damn, I posted an image with the wrong order of the conditions in event 2. Don't know why^^ Here is the correct order of conditions:

    <img src="http://dl.dropbox.com/u/11182740/pictures/delay2.png" border="0">

  • Let's hope a few more will test the cap and report here, because the image really looks extremely weird, as if an additional texture was created and shifted down-right. Strange.

    My specs are:

    WinXP (32bit)

    NVIDIA 460 GTX Hawk (1GB)

    Desktop 1920x1080 (32bit)

  • yes that method works fine for one plateform, but when you have multiple platforms they all seem to share the same private variable (timer) They can't just obey their own private timer, they'll all refer to the one of the first created instance, even if I use conditions like "pick closest" and such.

    It seems to work if the execution is "destroy" but not if it's "make invisible" and "disable collision"

    It says your file was saved with a newer version of construct? r1.2 is the latest version is it not?

    Thanks a lot for your time! I'm still searching...

    They don't share the same pv - it is the right picking that is missing. Please have a look at one of my earlier posts "Posted: 05 Aug 2011 at 2:01pm". It is the most simple and effective way to do it, because you don't need any timer object and you pick the right object by comparing the pv to the actual time.

  • I did mention this somewhere in the old forums, but this is a gem worth mentioning once more.

    Soundation is a flash-based online music studio for free. You only have to subscribe if you want to save your songs on their webspace or use your own loop samples. But without that two services it still is a fully functional music studio. Instead of saving your song on their webspace, you export it to your harddisk, and you can also export wav files of your song to your harddisk.

    I'm excited about it not because of the usual loop samples and their easy arrangement with pitch- and time-stretching, but because of the virtual instruments and the powerful effects, that gives you total freedom over your song creation - all within a browser, no need for installations and audio driver issues and such.

    Although I have some professional DAW and VI software that I usually work with, I find myself playing around with Soundation again and again.

    I thought, instead of words I could as well use Soundation itself to describe its usefullness, and quickly created to song-files. All you have to do is downloading those files, visit soundation.com, launching the studio, and from the studio's menu selecting File->Import .sng File

    I hope, one or another will also find it useful.

    bitmusic.sng

    Some classic 80s 8-bit music

    90sPop.sng

    A 90s pop style draft

    Now listen, click around, and create your ultimate game music <img src="smileys/smiley1.gif" border="0" align="middle">

  • I'm sorry, but I couldn't find any problem. No distortion or any other kind of weird behavior.

    This should be tested by a lot of people, maybe it is related to some special hardware configuration or graphics driver issue?

  • I can't follow you. Could you post an example?

    This is wat I tried, but it worked ok:

    1) A colored layout

    2) A tiled background object with smooth and hard transparency fades

    3) A sprite with transparancies, the effect "overlay" applied, "center view on me" active, 8-direction behavior applied

    4) Zoomed in to 150% on start of layout.

    An example might help seeing the problem and finding a solution.

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  • I'm so tired of reading those "program x is sooo much better, because CC doesn't work like I'm used to with program x" complaints. Of course, you can't use CC like GM - it isn't GM. Like you can't fly a plane if you only learned how to drive a car.

    Construct gives you total freedom over controlling animations. You can start, pause, resume and restart them, set specific frames, change the speed and even move a frame's pivot point - and that all in realtime, while the game is running. I'm surprised, how easy it still is to make changes, although its level of influence is so deep!

    I don't need "a lot of sub event's running", or "using variables and subevents". All I need are 2 events to exactly have the described functionality. Maybe it is better to learn how CC works, instead of expecting it to behave like GM, XNA and others you always compare it with?

  • That's not quite the actual problem here. The "on collision"-condition will select any two instances involved in a collision, not every instance. For example, if you have two sprites, "red" and "blue", and both sprites both have 10 instances, and you create the following event:

    + Blue: On collision between Blue and Red

    -> Red: Flash for 1 seconds with 0.1 seconds interval

    -> Blue: Flash for 1 seconds with 0.1 seconds interval

    then only those instances who are currently colliding, will flash. If only one blue instance collides with one red instance, only those two will flash.

    However, in event 21 of Thijsku's image you can see that not the snowman and the snowblock, but a third sprite and the snowblock are tested for collision, so only those two are picked and not a snowman. The right snowman instance has to be picked manually in addition. For example by using

    ++ Snowman: Pick closest to: Sightsnowpop.X, Sightsnowpop.Y

    --> (paste actions from event 21 here)

    but that depends on what purpose Sightsnowpop serves.

  • In your example, if you'd like to set the frame according to the sprite's angle, it's just

    + Always

    -> Sprite Set animation frame to round(.Angle)

    If you have less animation frames, let's say 18 (describing a complete circle), it would be

    + Always

    -> Sprite Set animation frame to round(.Angle / 20)

    because 20*18 = 360

    So basically you'd just divide 360 by the number of frames to get the factor by which you need to divide the actual angle.

    f = 360 / numberofframes

    actual framenumber = actual angle / f

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tulamide

Member since 11 Sep, 2009

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