dcrew's Recent Forum Activity

  • Hello, I tried the shadow-caster and light behaviour for this one but it did not work, just glitched.

    I'm trying to create a lighting system the same as a torch.

    The game is along the lines of: You're a man in an abandoned place and you have a flash-light and you have to do things while un-natural things happen etc.. (y'know those kind of games).

    Anyway, I'm gonna search the forums and I'll let you know if I find anything to help me.

  • I would just make a global var(flip) if you're trying to flip every single sprite. make it equal -1 when you want them flipped, and 1 when you don't

    then

    sprite.width=sprite.originalwidth*global('flip')

    Oh my god thank-you so much it worked, my game was dependant on this flip feature. thank-you lots and lots you're my hero! (no homo :D)

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  • Hello, I've added the layer effect "Flip Horizontally", but it doesn't just flip the containing sprites but it flips their position too! I only want it to flip the sprite's images.. Also don't suggest the sprite features "Auto-Mirror" and "Auto-Flip" because they flip at certain angles only.

  • It's already easier, but what I am saying is that if there was a default 'Turret' plugin then it would be awesomely better.

  • Hello, I have a suggestion today!

    The turret behaviour, y'know? Like the one on Construct Classic?

    I haven't even used the Turret object in CC, but I'm pretty sure on what it does. And to add it to C2, it will make making Tower Defence games easier!

    I know it's already possible via events etc. but it would be nice to make my Tower Defence game cleaner (in events) and more understandable, even though it already pretty much is. It'd be also nice having just less events thanks to this 'Turret' behaviour, it would make it all-so-much nicer!

  • > First of all, the presentation of the website is fantastic. Simple but effective.

    >

    It's nice to see my work getting good feedback! ;) - Thanks for that!

    [On Topic]

    Why does it take ages to load a 'world', I tried loading a 200x200 to see what it's like, and it took about 10-15mins to load.

    It doesn't for me, I generated a 28400 x 19200 and it took around 10 minutes, with a 200 x 200 it should only take about 1-3 seconds.. It may be the server of the website. May be going very slow atm <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Thanks for the advice and replies, I bought C2 but I only changed to CC because C2 only exports HTML5 and Google Web Store. I needed an executable exporter, I realise CC is free thank-you for reminding me? But you can't just develop something and keep saying "it's free so we're not fixing this, or this, or this".. If it's going to be super hard work then yeah, I say begin fresh, but wasn't CC out for 4 years? Surely enough time to fix the major ones.

    Anyway, I'll update my gfx drivers, and I'll somehow have to find a way around this combobox bug, but I guess.. Thanks for the advice and for trying.

  • The amount of bugs I've come accross, Most of them I have found work-arounds but I've stumbled across one in-which I just wasted 5-8 hours figuring out that IT WAS A CONSTRUCT BUG.

    I'm not at-all saying it's freaking easy to make construct but damn I've come across at-least 10 bugs which have took at-least 30 minutes trying to figure out it was a construct fault.

    Answer me this Ashley and Tom, Now I don't mean to be unprofessionally stuck-up but why in the world did you begin C2 without fixing the most atrocious bugs in C1 first? It's unbelievably annoying to me having come across these half-unbearable bugs and it's such a waste of my damn time.

    I will first post the 1 bug that is unbelievably ruining C1 and then the one that strikes me back from designing the game I want.

    1) When I use the sprite-editor and load up an existing image file and save it, it cuts the image literally in half, it cuts the bottom half of the image completely off. I don't use families or nothing, a completely new inserted sprite.

    2) I even created a new blank game just to check this. Whenever you add items to an inserted combobox, when it comes to the user clicking on the box wanting to select an item, It just closes as soon as you click it. It's got in the way of my game and wasted 5-8 hours of my time figuring this out.

    Not to sound like an ass-hole Ashley and Tom, But you need to fix these bugs, Sorry if I did sound rude but damn.. why start the 2nd version of something when the first is like... unbearably unbelievably atrociously buggy.

    I've gone through about 10-20 bugs in my first day of using Construct Classic.

  • For example, I want the result for:

    rounding 0.2198445 to return 0.21, to the nearest hundredth..

    How?

  • Seems like it might be useful, thanks!

    No problem! Thank-you for thanking me! Thank-ception! :D

  • Ex:

    Run1

    Run2

    Run3 etc...

    Meaning that you can set Sprite animation to "Run" & loopindex("getanimations").

    But once again, you would have to spread the switching of animations through several ticks, not just in a for loop.

    Something more like :

    glob var animIndex

    Animations name setted as indicated earlier

    Sprite: On any animation finished

    -> System: Add 1 to animIndex

    -> Sprite: set animation to "Run" & animIndex

    (opt) -> Sprite: play animation

    This should do the trick and doesn't require new ACE.

    I have this already.

    You're clearly not understanding correctly, I WANT the animations to have proper names, not "a1" and "a2" etc what I have now. this I want so the user doesn't have to worry which animation is what etc in my game.

    for example: an m4a1 animation I want to have the name "M4A1 Assault Rifle" not "a87".

    I'm pretty sure it wouldn't be hard to add.

  • There should be an expression to get the amount of animations in a sprite, y'know? Like 'FrameCount' there should be one for 'AnimationCount' also animations should have indexes, so I can retrieve an animation name by using an index number to my advantage.

    These reasons are because I have like 100+ animations in my sprite, and during runtime I want to be able to loop 0 to AnimationCount. I'll make an example:

    -Start of Frame

    +For "getanimations" from 0 to Sprite.AnimationCount     

    =Text.SetText "Text.Text & newline & Sprite.GetAnimationNameFromIndex(loopindex("getanimations"))"

    also I have events that need to access certain animation names specified indexes during runtime.

    Thanks!

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dcrew

Member since 25 Sep, 2011

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