RhapsodyInGeek's Recent Forum Activity

  • It's kinda weird that it comes out a little offset when mirrored, but if mirrored it shouldn't come out the bottom left. It should come out the top left when mirrored if the imagepoint is set to top right normally.

  • You can already do that actually.

    ->Set Sprite Size : lerp(32, 64, Sprite.GauVeldt_Ease.GetTransition)

    I do love me some lerp. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • My game uses a sprite for a mouse cursor. What I do is I don't check for Mouse.X or Mouse.Y, but rather the mouse cursor sprite's X and Y. That way you don't get the appearance of that delay in positioning. It's still there obviously, but it doesn't matter. Works great for my game (which is a point and click adventure by the way).

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  • Construct Classic had an option for that, called Inheritance Layer. It'd be nice to see that make a return.

    For now, a method R0J0hound suggested to me that I've taken to using is to have my HUD and menus and such being set as global objects (that way they persist from layout to layout, useful for complicated HUDs) and then having them created at startup, while having a separate event sheet handle all the necessary events for HUD/menu management that I can just include in other layouts. Works rather nicely.

  • That's not necessarily true, As lucid said earlier, companies will find ways to get you.

    smitchell, it's a pretty blurry line you're treading. I can tell you for a fact that it does not matter if your game is free or not in the case of infringing on copyright. Plus, YouTube also has agreements set in place with all those record companies so that they get paid in ad revenue. As for "big games" with "big songs" in them, the game companies are licensed the music, which is likely a sync license (that's what movie studios and television networks pay for when putting an artist's song in time to a visual medium). I say likely because I'm not entirely sure on how it works with licensing to video game companies, but it's the closest thing I can think of. Either way, sync licensing terms are made up on a deal to deal basis.

    You "advertising" or linking to places to purchase the music also isn't going to help your case. The copyright owners have a lot of rights to their works, among them include dilution or defamation, or some similar term. Basically, they can sue you for using their work in a product that would hurt their own sales or reputation by having their work associated with something they don't support, whether it be a cause or an indie film or whatever. Dumb things like that.

    You obviously won't be able to obtain a sync license deal from any big name record companies or artists. What you CAN try to do is find indie artists who have released their works under Creative Commons Licensing, which would allow you to do exactly what you want to do. Big name bands are largely out just because their music is also owned in large part by the record labels they're under.

    Indie doesn't mean bad though, and neither does Creative Commons. A good example would be Jonathan Coulton, who has released all his music under CC, allowing you to screw around with it and use it in derivative non-commercial works as long as you credit him for the music.

    Each Creative Commons License allows something slightly different, but it's still a pretty sweet (read: infringement free) deal.

    You can read more about it here:

    http://creativecommons.org/licenses/

  • Picture's worth a thousand words?

    <img src="http://dl.dropbox.com/u/20459682/tilebg_clone.png" border="0">

    The copy of the message window you see was not created in events or by manual placement in edit time. It just... shows up. Capx!

    http://dl.dropbox.com/u/20459682/tilebg_clone.capx

    I can't figure it out. I know it's not one of the other windows that I have hiding in the HUD (and they all exhibit the same cloning behavior) because I've tried deleting the others, and it only happens when the window of a certain type is called. It's also cloning the font object (duh!). For whatever reason the HUD at the bottom does not seem to be cloned. I'm not sure if I'm doing something wrong (I figured I'd try to figure that out before screaming "BUG!"), but I certainly can't figure out what.

    The windows are never destroyed, they're just made visible and invisible. The fonts are also never destroyed, their strings are just filled and cleared. And I know I don't create them via events. Oy oy oy...

    Also, as a somewhat related aside, WindowWidth/Height expressions return the actual WindowWidth/Height (which can be useful for sure) but in Fullscreen Scale it can be problematic trying to place objects as the "resolution" doesn't seem to be taken into account anywhere. I was wondering if there's a way to retrieve the width of the screen more accurately for lower resolution games, as the anchor behavior doesn't quite fulfill my needs for dynamic window positioning at such a low resolution. Something like WindowWidth/Height, but better suited for low res games.

  • Is it possible to move the font object to a different layer and set the Z order at runtime? I can't seem to find an action for it.

  • In Construct 2, global variables are handled differently. Instead of global('globvarname'), you call a global variable just as globvarname in your expressions.

    With "Set x Milliseconds", you'd just convert the milliseconds into seconds, so divide your millisecond events by 1000 and it should do fine. The seconds measurement in Construct 2 feels much more intuitive and useful to me for most timing personally.

  • Sully's suggestion does work, although I might recommend just duplicating the last frame, so you don't have any chance of having the sprite go invisible for a frame. <img src="smileys/smiley2.gif" border="0" align="middle" /> But I use that workaround myself.

  • I was wondering how big of a task it'd be to allow changing the Anchor behavior's attributes midgame? Like say if I wanted to position a dialogue box according to the player's position on the screen, but still allow for scaling the dialogue box in Fullscreen (Scale) mode. I know you're busy, but I think it'd be very helpful for those of us trying to make dynamic dialogue systems without having to make a number of different objects of the "same" thing.

    If it's too much to ask right now, that's cool, you're still the best. But it'd be quite useful I think. Just a thought that came to mind after R0J0hound solved my HUD problem.

  • Well that works brilliantly for the HUD! Thanks so much!

    BAM! http://dl.dropbox.com/u/20459682/hud_solved.capx

    Unfortunately this means I have to figure out how to streamline my message windows again. Not a huge huge deal, but if the Anchor object had some way of changing the anchor positions midgame it'd be infinitely easier. But that's for another thread methinks.

    Thanks again so much R0J0!

  • No dice! <img src="smileys/smiley19.gif" border="0" align="middle" /> I actually tried that before. What it does instead of going down off screen, it goes UP off screen. How bizarre.

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RhapsodyInGeek

Member since 3 Oct, 2010

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