inkBot's Recent Forum Activity

  • That sounds pretty good. =)

  • I'm contemplating whether or not getting a "Mini-PC", or whatever you want to call them, would be a good move.

    I currently have two computers. A stationary and a 15" laptop. I got the stationary when my previous laptop was 'compromised' when a friend of mine accidentally knocked a bottle of 7-Up over it and while waiting on my replacement laptop I had to have a computer for my studies. Now, the laptop I have is extremely under-used, pretty much permanently placed at the sofa-table for "nap-surfing" =P.

    Pretty much all work I do is on the stationary and while the 15" is considerably smaller than the 17" beasts I've lugged around before, it's still a bit cumbersome to just grab and take with for say a lecture.

    So, here are a few reasons that I've thought about that makes me consider selling my current lappy and get one:

    * Money. These things are pretty cheap. I could sell my current laptop for around 5000 sek (maybe more) and get a Mini-PC for around 3000 sek. I'm pretty pressed for cash right now and some spare change would be welcome.

    * Portability. They are also pretty small. For one thing, during our Pathfinder groups game sessions when I DM, I use my laptop for music and notes. I have to have the laptop on a chair next to me. With a smaller pc like this I could just have it on the table. I could also just put it in my normal bag when taking it with me, instead of having to take my backpack, made for 15"-17" laptops.

    The things that make me consider not getting one:

    * Power. I'm not expecting one of these things to be even a third as powerful as my stationary, but I'm still wondering how much power these things can muster. For instance, could I (theoretically) take my Construct caps with me and work on them on it without much of a change or would I run into a wall at some stage where it's just too much for the little thing? Hard to judge, I know, since the strain on the computer pretty much relies on the complexity of the project itself. But it would help to have some example of what to expect.

    * Price. As stated, a lot of them are pretty cheap, but I'm not sure if it's because of technology made cheaper, cheap ("crappy") technology being used, or both.

    So my question is: Have any of you got one of these things? If so, was it worth the money?

    Side-note: I was also contemplating getting an Archos pad. But I'm deliberately waiting until the new version gets released and see how it does until I would conisder getting one.

  • Without seeing everything it's hard to tell if it'd make a difference, but have you tried placing a "Trigger once while true" condition on event 23?

    The way it is now makes event 23 calculate on every tick, so if you're running the fps at standard rate you'll have around 50-60 ticks, give or take, each second. Since the chance of getting either 0 or 90 is 50% you'll have around 30 instances of the event generating the number 0 and the other 30 generating 90 (assuming of course that your framerate is always at a constant 60, which isn't really the point. But whatever =P )

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  • Ah, I see. The change is so miniscule that it was practically impossible to see from the preview icons.

    But, still, there are plenty of unnecessary frames there. Only 4 of the frames are really needed and you can just change the speed of the animation and frames to get the desired effect instead of having more frames than necessary.

    Anyway, glad I could help.

  • Played that for a while some time ago. yes it gets addicting quickly, though I got bored after a while and got addicted to something else instead =P.

    Does this explain the sudden change of avatar I wonder?

  • Your collision mask is still inconsistent.

    Ok, let's tackle this more visually then.

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/collision_mask_hotspot_explanation3.jpg"> Bigger version here: Link.

    A side note: why do you have 14 identical frames in the stopped animation?

  • Maybe you mean that the graphics will be 3d models which are rendered to an image (png or the like) and used as sprites, instead of making 2D sprites with pixels or vectors?

    Anyway, I'm guessing what you want to do is have an object fall from the celing when the player walks under it?

    You could do this in a number of different ways depending on how you control your game. But what you want to do is check if your players X position is equal to, or close to, the object that will fall, and when he is you have another piece of code actually making the objects fall.

    I made a small cap with a very basic implementation of this.

    http://www.box.net/shared/0pcbmfipzc

    Also, for future reference, threads about getting help with a problem should go in the "Help / Tech Support" section of the forum.

  • The reason your sprite gets jittery is because your collision masks are inconsistent and because of that the collision mask keeps changing, which causes the sprites states to change. In one second the collision mask is not touching anything, making the sprite change to either jumping or falling.

    I downloaded your cap and took a look at it, and made some changes to it (seems that the one I dl'ed is different/older than the one I get from your link now though, so keep that in mind)

    There's two layouts in it. One where I just changed the hotspot of your sprite and another where I use another sprite, which is just a box, for the platform behaviour and control the animations of the character with events instead. I, and I think a lot of others, prefer doing it this way because although it's quick to get started using the animation tags, you'll soon want more control over the animations as your games get more complex.

    http://www.box.net/shared/u9n8gdezec

    I also noticed that you've set the "Walking/Running" as a sub-animation to "Jumping" in the latest cap. I'm not too experienced with sub-animations so I'm not entirely sure how to work with them, but I'm pretty sure that having walking as a sub-animation to jumping is something you don't want. Maybe someone knowledgable about the matter can chip in?

  • When you make actions for your events the actions for changing layout is under the "System" object in the "Application" tab,

  • Oh yeah, I misread your post, you were completely right on the typo there.

  • Change this condition

    + player1_MSK: is on ground

    to this

    + player1_MSK: [negated] is jumping

    + player1_MSK: [negated] is falling

    "is on ground" sets the vars to zero when jumping because is seems that the object is still considered on the ground at the beginning of the jump.

    Ah, should've known. But this raises a question. This sort of makes the 'on ground' condition pointless. Why does it exist?

    Over to the other thing you mentioned. It's actually not a typo at all.

    What I wanted to do was to have the events that change your facing in one group and the controls for facing left in one group and facing right in another. If you face left then the group for facing right is disabled and vice versa, and when you're in the air the group with the events that changes your facing itself is disabled.

    I knew that it bounces and have been trying to solve it (the everything gets set to 0 kind of got in the way)... .But strangely it only bounces when you try to jump from player 2's left side to its right side. Jump from right to left seems to work nicely.

  • I thought of another thing I would like to see. It would be nice to be able to see Event Groups in the debugger, and if they are enabled or not. I think it would be useful for those of us who use groups a lot.

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