DtrQ's Recent Forum Activity

  • Here's exemple

    http://dl.dropbox.com/u/24325446/ann.cap

    I changed only 'ireStatus==false' case

    Btw you don't need deleting Delay object, just don't use it with picking

  • As regards HP variables issue: it's because of Delay object, using its event or action will break selected objects list.

    But you can make delay between animations with 'on animation finished' event (first uncheck "loop" in ''hurt animation properties and adjust animation speed)

    Also, do you know you can change sprite's angle without rotating? Just set No Rotation in obj' properties

    Also, why do you use angle expression instead "set angle towards object"?

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  • 1. If you talking about invisible sprite as hitbox, you can:

    • set shrinked animation for hitbox sprite (be sure you use "per-pixel" collision mode)
    • set height of hitbox sprite (be sure sprite's hotspot is on ground, i.e. applied to the lower border of sprite)
    • or don't use separate hitbox sprite, use collision mask for animated sprite instead. It can be edited for each frame. Check deadeye's Platform School tutorials
  • There's a mod plugin.

    I know. I can't admit it usable.

    No looping (the biggest problem!)

    No interpolation (very bad sound quality)

    I suggest it should be removed as useless

    So, still need results of test

  • I looking to find way to play mod files in Construct, so I've found some python libs. It was kinda tricky, this PyAudiere binding won't run from host without NumPy for first call but I think I've found solution, so I want to test how it works on different PCs.

    Download http://dl.dropbox.com/u/24325446/audmod.zip and check if you have music playing (and enjoy some crazy visualisation)

    (Yeah, this visualisation...)

  • Oh, you are right, can't apply actions to attributes.

    Well, at least it can be done for one-type objects with families or even families+pv

  • System - Create Object, and set properties you need right after this action (in same event)

  • Hm, as regards event-based behaviors, I think you can already do this in C0.x via attributes.

    Somthing like:

    Add custom attribute "MyPlatformBehavior", then "For each MyPlatformBehavior" -> ...your code

  • Yea, it was Mipmap Detail Level setting, now it works.

    Btw, can you increase deadzone for gamepad controls? Some gamepads have a glitchy analog sticks which always has a little bit of fluctuations.

  • Didn't read whole thread.

    So, if I want to have solid ground I'll have to assign some behavior to it, let's say Platform Beh., and disable movement? Will it reduce performance? Looks like there will be unnecessary code in runtime.

    Or it will be just separate behavior, named "Solid"?

  • No foreground tiles for me

    <img src="http://dl.dropbox.com/u/24325446/%D0%91%D0%B5%D0%B7%D1%8B%D0%BC%D1%8F%D0%BD%D0%BD%D1%8B%D0%B9.png">

  • Glad to help

    And feel free to edit any numbers including pv to adjust scrolling speed you want.

    TiledBG's pv "r" is individual scroll rate, btw

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DtrQ

Member since 1 Aug, 2010

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