brent_hamel's Recent Forum Activity

  • ok, so the only problem I'm having with MagiCam is that I'm getting a full on crash bug, EVERY time I tell the system to go to another layout... any ideas? What I really need is just to reload the current layout, but I'm not sure how to do that without using a second layout

  • well, see... I had started putting in a pause control variable that did just what you mentioned, but it began to get complicated with custom actions, like setting an enemies x speed to a set amount (so it bursts in a direction and then slows down over time based on the decel) but by pausing with the variable, I now have to create a pre-pause container for whatever that sprites x speed was, so that I can reset its x speed to that on unpause, and for 20 different enemies with different AI's that's REALLY daunting, so I was just curious for a potentially less headachy solution...

  • youtube.com/watch

    Here's the project this is all for, if anyone is interested, I know it's not the 100% correct place to post the link, but everything I'm asking is for this game lol, plus its a lot further along now than this video shows, I'm hoping to get the two above mentioned features working and then make another vid

  • Absolutely it does, here's one for you... now how do I retro fit this into my pre-existing, mostly complete project in a simple and elegant manner lol, and while we're at it, how the heck can I pause everything onscreen while still being able to use custom "every X milliseconds" timers (ie without setting TimeScale to 0)??

  • thanks Tul, I saw the window object pretty much right as I saw your post lol

  • wow am I dumb... gee Brent, don't insert the "window" object or anything... I really need to start firing up my brain before I post a question lol, although hopefully that fact I post my solutions helps to make up for it lol

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  • Ok, so I've got a Custom Screen Resolution System working, but I can't seem to find a way to reposition the application window itself. I want to set it to the system display's top left corner, and I have no idea how to do that...

  • and my fix failed miserably... <img src="smileys/smiley19.gif" border="0" align="middle" />

  • what I wound up doing was to create a variable for "Action Pause", and I'm know just having to retro fit all of the appropriate code with it, so that...

    if "Action Pause" = 0 then

    execute AI and Behvaviours

    elseis "Action Pause" = 1 then

    do absolutely nothing

    lol that way I can have "every X milliseconds" counters reset "Action Pause" back to 0 to resume the game instead of having to wait for the player to press a key or something.

  • So here's the deal, whenever my player touches an item, I need the player and all enemies/bullets to freeze. But then I need specific sounds to play with specific timing. Is there anyway to pause the action onscreen without pausing events using timedelta, ie every X milliseconds...

    it should go something like this...

    if player collides with item then

        pause onscreen action

        wait x amount of time

        play sound

        unpause onscreen action

    any ideas guys?

  • also, if anyone is wondering how any of the engine has been done thus far, please feel free to pm me, as I don't mind sharing at all. I'd say just to ask me here, but this is the wrong thread to do it in.

  • Thanks everyone! Progress is coming along nicely, and after a little while I'll be making a progress update vid, which I'll post here as well <img src="smileys/smiley17.gif" border="0" align="middle" />

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brent_hamel

Member since 31 Dec, 2009

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