Wastrel's Recent Forum Activity

  • Noga, cue Pitfall flashbacks!

    Nice demo!

  • I think both views are valid in different situations.

    For instance, in the project I am currently working on, I use one sprite object with multiple different animation frames to represent one general type of object. When I need an object with a specific animation frame, I create it from the initial object then set the frame and some other variables. I also set a global variable, named for that specific item, to the new object's UID. This way, I can have one set of events for that general object type, then select the specific object using the global UID variable.

    This project, though, has a predetermined number of objects and has a very specific game path. Without using the UID and the general object type, the game logic would be a monster.

    On the other hand, in a game with a lot of random objects with no predetermined number of objects or specific game path, I can see that using the UID would not necessarily be useful, and newt's use of an index would be the way to go.

    I think it just depends on the situation.

    Still, this has been an excellent debate. Everyone was able to give their opinions without getting flamed, and that says a lot about this community.

  • One more suggestion to add to the enormous list: in the IDE, on the Layers tab, make the Layer items a treeview. When expanded, each layer item would then show all of the objects which are contained in that layer.

    Unless I have missed something, there doesn't seem to be any way in the IDE to see all of the objects contained in a layer.

  • zenox98, how are they different? I'm not sure what you mean.

    Ashley, I will magnanimously offer to re-invest the $5 back into Scirra, so you and Tom can work 5 minutes longer tonight. <img src="smileys/smiley2.gif" border="0" align="middle" />

    Yeah, apparently the newest AMD drivers don't like the 2600. I will just work around the issue for now and wait for a new laptop to fix the glitch.

  • Well, I can't see if updating the drivers helps, because they are causing my laptop to blue screen when I try to load C2. (I had this problem before)

    I will just work around it for now. I will be getting a new laptop soon, hopefully, so it will be moot anyway.

    Also, I tested it on a co-worker's PC, and the background displays properly. The problem is just with my poor old laptop (again).

    Thanks and sorry to bother you.

  • Nice job rex!

    BTW, when are you going to write Kyatric's "Make My Game" plug-in? <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Here is a screenshot: dl.dropbox.com/u/38038537/tiled_background_issue.png

    It's pretty big, so I didn't embed it.

    Graphics Card: ATI Mobility Radeon 2600 (you owe me $5 <img src="smileys/smiley17.gif" border="0" align="middle" />)

    Drivers: I just updated the drivers a month-and-a-half ago, but I just saw AMD released newer drivers on November 15th, so I will try those and see if that helps.

    I will also hijack a co-workers PC and test on there real quick.

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  • When I insert a large tiled background (1280x720) in the editor, it displays the full image, but the image is compressed. The tiled background object itself is the the proper size. I set the layout and window sizes to 1280x720.

    I also tried using a sprite object, but the same thing happens.

    This only happens in the layout editor. The image is the proper size in preview.

    Here is an example capx: tiled_background.capx

    The image i used is 1280x720. If you click on the image, you can see the tiled background object is the proper size, but the image itself is compressed to 800x506.

    Any help would be appreciated. Thanks!

  • Good catch, r0j0hound!

  • I was having a hard time working with your capx so I pulled out the important parts (i hope).

    Here is an example i came up with:

    Direcciones Example

    I hope that helps!

  • Miu3, this can behavior can also be performed with events, as such:

    OnLayer Example

    Assuming this is the behavior you're looking for.

  • arcalaus, do you have a capx you can post? It might be easier to help if we can see the code.

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Wastrel

Member since 21 Sep, 2011

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