Fimbul's Recent Forum Activity

  • Does it work in chrome / firefox 3.6 / ie?

  • Will we be able to do the collision polygons ourselves?

  • that's strange. You mean the original, unmodified example that goes with the file also makes the screen go gray?

    I'll have to check this, but I can't work on it til monday!

  • Try Construct 3

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    Is there any chance to have application stuff on the future (after the exe)? Or is it going to be strictly game stuff?

    I second that. Would love to see some application stuff.

  • <font size="5">Updated </font>- use the link above to grab the new version

    Added: condition: pick closest object

    this will pick the closest object within the arc/range specified.

    Added: condition: is ready to fire

    true when the object is facing its target, within X degrees.

  • No error message. It doesn't appear to be a crash or error, just a close command. If you have a project with unsaved changes, it will even ask you if you want to save.

    It's a weird, unexpected behavior, because you can open the file menu, then change your mind and click the button again to hide it, and your project will close.

    It's even worse because when I ran into that bug, I told construct to save my project into c:\program files\ which failed (obviously, due to UAC), but that made the program think it had saved the changes, and when it closed (due to this bug) it failed to show the confirmation dialog.

  • I could use a "version:" attribute for GetBehaviorSettings().

    Also, the "help" button should work like the native plugins, instead of displaying "help on expressions".

  • win 7 32bits

    Using construct 2 r53 free

    Steps:

    1. Start Construct 2
    2. Click the blue button on the top-left (the one that opens the menu)
    3. Click it again
    4. Construct 2 should close with no error message (it even displays the "buy now" dialog, as if you told it to close!). If it doesn't, try double-clicking the item.
  • Hello everyone! I'm here with my second behavior, this time the turret.

    This is just a pre-release for you guys to comment and see if I forgot anything and make feature requests and change requests. Some things don't work, like the "is rotating" condition, or the "when not aiming" property. I'm just rushing this out the door because I don't have much time to work on it, but as you can see, the major stuff is done.

    I have included an example with the file, which you can also preview, live, at http://dl.dropbox.com/u/39044660/Turret/index.html, courtesy of dropbox

    The link for the behavior and example:

    <font size="4">Download Turret Behavior</font>

    Remember the behavior is not optimized, therefore might run sluggishly for big projects.

    Also, this is a behavior, not a plugin, so it should be extracted to the BEHAVIORS folder, under a "turret" folder of the appropriate name.

  • Use the AJAX object. I believe it does normal GET requests, so you could use that. Something like writescores.php?name=username&score=1000

    I hope you don't mind me commenting on your suggestion, I just wish to stimulate discussion.

    I'll reorder your list and dump things out. Then show you mine.

    These two below are definitely needed as soon as possible. Your really sh*t out of luck in doing nice maps without tile maps. Image points for sure. I was wondering why i couldn't add an image point, because my bullet kept firing from the hotspot no matter what i did.

    - Hotspot & image points for sprites

    - Good support for tilemaps

    Yep. Need those.

    -Math helpers. The important one for me is point distance.

    What exactly would that be? What is point distance? Distance from one point to another? That is provided via a SYSTEM expression, so I likely misunderstood what you said.

    -Path finding. Pretty damn nice for AI.

    Didn't kyatric make a plugin for that? It was based on A* and it was working with r50, I guess he just has to update it to r51.2

    -Property to snap an object to viewport, and provide the coordinates. Really would be nice for an in game gui...

    Agreed, especially if we could use modifier keys, like alt for precision placing (like nudging the object 1 pixel) and shift to constrain its movement to 45? multiples (or custom angles, like 30?, for isometric placement). Also snap to grid and to other objects, but I don't think it's that urgent (maybe after proper tilemaps and fine collision detection)

    These would probably be a opengl thing, but here go's

    -Particles. Not that important but would be nice having a particle editor in CS2.

    -Basic lights (ambient, spotlight etc)

    Agree with you here, it's probably an openGL thing. Possibly after the EXE exporter or webGL.

    A particle system could possibly be made by the community (read: us)

  • Are you american? Some countries provide translated drivers, and use old versions of the international ones in their localized websites. If you are from a non english-speaking country and your card settings are in your native language, consider removing that driver and installing the international version.

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Fimbul

Member since 12 Aug, 2011

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