Megabeard's Recent Forum Activity

  • I know it can be hard to find especially older caps on this forum. So I had a look at my online database. Here is the analog clock:

    http://www.mediafire.com/file/mkdnhwwzzym/watch.cap

    Don't try to move the window, that functionality is broken, due to changes to the window object. The clock itself works.

    Thanks again!

    ... though I'm still confused about how to get that extra zero in there, I should be able to figure it out somehow.

  • I'm not sure how much I can help here, but I'll try anyway. <img src="smileys/smiley17.gif" border="0" align="middle" />

    On the topic of falling through the platforms, the first thing that comes to mind is what kind of collision detection you're using. Are you doing per-pixel for the main character? Do you have a collision box for all animation frames?

    Also, it looks like you have a bunch of different platforms combining to make one slope. I've experienced problems in the past when two slopes were conjoined with each other. Maybe a solution would be to make one slope and rotate it to an angle you like?

  • So if I understand you correctly, you don't want collisions to reach the original circle (Without glow effect)?

    What method did you use for making the collision mask? If you haven't tried it already, I would suggest making it in the animator tab. Make an animation called "Collision mask", then make a slightly larger circle than the original (By a few pixels or so), add it to the first frame of the collision mask animation. After you've successfully added that, right click the frame and choose "Copy collision mask to each frame".

    Just as a fair warning, this will make every frame of animation you may have for the circle the collision mask, so save before just in case.

    After you've applied that, it should work the way you want it to. Though if you already tried that, I've got nothing else. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Err, I didn't think I'd have such a major issue so soon again, but my player scores are acting up and I was hoping someone could help.

    You see, at the end of each level, I give the player a "Report" letting them know how they did. There's a coin bonus, time bonus, level score, and total score.

    But for some reason, my level score and total score are acting very odd. At the end of the level, the level score seems to be 2x-3x what it should be considering the bonuses, and the total score is always 2-3x higher than the level score... even though it's the first level. So the level score should be equal to the total score, and the level score should be equal to time bonus + Coin Bonus. I don't really understand what I've done wrong, but here are some printscreens to show you what I did:

    <img src="http://i49.tinypic.com/15raxxl.png" border="0" />

    Here's what I'm getting:

    <img src="http://i46.tinypic.com/2na36dd.png" border="0" />

    Can anyone help?

  • > I feel like I'm missing something obvious here...Yes you are. You're missing a counter of the elapsed time. ROJO showed a way of displaying a value in a minute:second format, but without counting the time it will always read 0:0, of course. Also, don't change the variable that you use for counting. And how come that you were able to enter "int global('Seconds')/60" without an error message? There are brackets missing: "int( global('Seconds')/60 ) "

    First, create a counter for the elapsed time, let's say "totaltime". Now let it count the time:

    +Always

    ->Add TimeDelta to global('totaltime')

    Then add the conversion:

    ->set global 'minutes' to int(global('totaltime') / 60)

    ->set global 'seconds' to global('totaltime') % 60

    and finally show it:

    -> Set text to global('minutes') & ":" & global('seconds')

    Somewhere on these forums you will find my "clock" example, it shows the conversion for h:m:s and also shows how to display the time as an analog clock.

    It's now working properly, thanks for the help!

    Also, I'm unsure why "int global('Seconds')/60" worked. I'm using the newest version of Classic, so maybe that's a change that was made?

    I'll look for your analog clock example since that's sort of what I'm going for. Thanks again!

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  • Well I just tried doing what you suggested, but I think I did it wrong. Here's a printscreen:

    <img src="http://i49.tinypic.com/309jatv.png" border="0" />

    When I untoggle the 'Add 1 every 1000 milliseconds', the text goes haywire when I try to play. When I toggle it as shown in the screencap, it reads: "0:0"

    I feel like I'm missing something obvious here...

  • Hello again. This one is a small issue, I swear! <img src="smileys/smiley36.gif" border="0" align="middle" />

    I'd like to make a timer which looks more traditional. As in, after 60 seconds, it goes to: "1:00" and so on to show the minutes. I've got the timer aspect of it down. That part was pretty simple, but I can only get it to show seconds. So after it gets to 60 seconds, it doesn't show minutes, it just keeps going up in seconds.

    tl;dr version: I'd like to make a timer which that looks like this: "1:00", not like this: "60". Is there a simple way to do this in Classic?

    Any help would be appreciated. <img src="smileys/smiley1.gif" border="0" align="middle" />

    Edit: Also, I have thought maybe something like this would work:

    Have two separate texts, one would be the minute, and the other seconds. Each seconds reaches 60, I reset seconds, and add 1 to minutes.

    ... I was just hoping there was a more simple was is all.

  • Valve is what a lot of Game Devs should aspire to be... and I'm sure they do. The only trouble is that it's even harder to do today what they accomplished in an older generation.

  • Indeed. I recently did something similar to what you suggested and have encountered that very problem, since it just looks like my character is running backwards (Which is a bit confusing to me). I don't consider it a huge deal since it still looks pretty nice, but if you're curious how to fix that up I'll let you know if I find a way to make it work...

  • Thanks Pecek, that cleared things up for me. I just have what should be one more question...

    How would I go about making the angle of the player equal to the angle of the moving platforms I'm using? Noga mentioned that it made things look more smooth, and I'd just like to see how it looks, because at the moment my player sprite is just hanging off of the platform when it moves at an angle.

    Thanks again for the help guys.

  • Hey Noga, if you happen to see this thread again, I have a question...

    In the sub-event where you looped waypoints 1-8, your action was:

    System: Create Object MovingPlatform on layer 1 at (20 + 32 * LoopIndex, 300)

    I guess my question would be what "(20 + 32 * LoopIndex, 300)" means? Whenever I use this, the platform I'm using doesn't flow nearly as smoothly as yours, and in addition, I can't seem to create additional platforms like your cap demonstrated. I have to add my own in on the layout, and I think that's why when I do it for my game, it doesn't look as nice or function as well as yours.

  • Interesting, I wouldn't have thought of RTS movement... guess I just kind of assumed sine was the only way. The bouncing was pretty minor to me, and I think it may have to do with the fact that it's many different boxes moving. In my case, it's just going to be one solid line (Hopefully that works anyway.), but the movement you used was perfect for what I have in mind.

    Thanks Noga!

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Megabeard

Member since 30 Jun, 2011

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