eku's Recent Forum Activity

  • I will upload newest .cap because I messed stuff pretty badly. MagicCam in not very friendly plugin. Or I'm just stupid.

    And yes, I think what straight line for bullets is better for evading them on something like stage 1,2,3, but I simply can't do that.

    So, "gracz" (is player) has LoS, and there is test, hm, vase on second platform. When obstacle is set to "custom" (so, none obstacles) the particle above vase spawn particles, but when I put collision set to "solid" nothing happens. Same for ene1, he actually have LoS behavior (when it see player it start shooting) and its working when obstacles set to custom, but when "solids" is selected... you know, don't work.

    Give me a hour and I upload "newest" .cap. Even bigger mess <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";-)" title="Wink" />

    And thanks!

    edit:

    Here is stuff:

    • cap file

    http://tinyurl.com/n6pv9bd

    dl.dropboxusercontent.com/u/16947862/gamelike.cap

    • my plugins and effects folder for compatibility sake

    http://tinyurl.com/odbtem5

    dl.dropboxusercontent.com/u/16947862/CCEffects_and_plugins.7z

    • data folder with audio if you wanna see/ hear full power (place data folder in same directory as .cap)

    http://tinyurl.com/qfspy2l

    dl.dropboxusercontent.com/u/16947862/data.7z

    Like I said before. Ene1 is broken, LoS for Ene1 and gracz is broken ( ene2 use system by other guy from CC forum, its use "distance" expression, dunno about it...but it looks like is something like LoS, almost) and there is other things, maybe simple to fix, maybe not, dunno.

    1. When you press Z, ggracz (its graphic for gracz) play animation szut. Long story short: sometimes randomly system spawn two attacks from animation. Totally dunno why. Everything about movement is in group "ruchy", and attack itself is in group "atak1". Actually is quit cool that sometimes you spawn two attacks (for cost of two attacks unfortunately ) but I don't like when something just happens without any control over it. Can you help me with that? With audio files you can ever here two thunders....

    2. Now I have very, very basic life system. When last life is gone, system goes to another layout with "you died" graphics and when you press something it should go back to layout with game (well, is mostly test level, but...), but when system go back to layout with game everything is black for time that player will lost one life. I don't know is this a Magicam fault or my stupidity. Can you help with that too?

    edit2

    Crap, I can't post links :/ Try tiny URL.

  • For the love of pixels - help me

  • Two quick question.

    1. Why LoS behavior don't work with my settings? I only have few solid objects, but still - with obstacles set to solids or custom, my platforms - objects with LoS behave like they in sea of solids objects, they blind.

    2. I don't know how to "lock" animation angles. I mean graphic vise is ok, my "ene1" sprite set angle toward "gracz" sprite without rotating (well, is humanoid that stand on the ground), but my "ene1" spawn some objects on frame 15 and one of them have bullet behavior - "ene1pocisk" (bullet) don't travel with straight line, just like original spawn point ("ene1" sprite) is still rotating. I don't know what to do. I tried almost everything I can imagine, but still with no luck, so... how to "lock" angles to "left" and "right"? Everything about "ene1" is in "ene1" group.

    Here is quite big .cap and little NSFW - dl.dropboxusercontent.com/u/16947862/hd.cap

  • R0J0, then please do loader for .bik files

  • Well, I was looking on first example that you post and... damn. I'm little dost. Is somehow weird that Construct - even when you set "point" of sampling method - do some pixel filtering on small objects that will show much bigger in application, so If you wanna see animations contains changing angle of object - but not only - (like in gif with exploding... heads?) you must making them (those object) bigger? I'm confused, I think I'm don't understand something here.

    Here is my investigation result: i.imgur.com/jhm7MKA.png

    Application is 640x480px with window object changing application to 1280x480px. On left you see original guy (128x128px), nothing fancy here. In the middle you see 200% of guy rendered in Construct. On right is guy 200% (256x256px) - size is changed in photoshop with nearest neighbor algorithm (something like "don't blur or sharpen my pixels, just change size of them", something like "point" sampling method should do), but most funny thing is that changing sampling method in Construct - when window object change sizes of pixels - do... nothing.

    i.imgur.com/e8NVkDw.png

    I'm lost.

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  • When you set application width and height to 600px everything works fine, pixels are not blurred, but when you use window object and set 600px of height and width of application that have 100px on width and height there is some linear filtering, so I think is bug in window object, because it don't read settings of your sampling method.

    Sorry, but I cannot help you.

  • codah, yes, but I really don't wanna create variables for such trivial things.

    Thanks R0J0, your solution of course work, too bad that I totally don't understand why this work...

  • I don't think that Construct Classic understand "choose"...

  • Since CC Wiki is gone and I'm dumb as hell I don't know how to use "OR" system condition. I wanna Audiere play sound "walk1" OR "walk2" OR "walk3" (33,3% chance) when character walk (actually he don't walk now, I use "every X milliseconds", but is not important), because having only one sound for walk may be quite... boring. I don't wanna use variables for such simple thing, but I really don't know how to use "OR" condition. Can you help me?

  • On right side you have project tab, just double click on layout to edit and work on it. And on other side: change "application" name to something like "my game test", "my other stuff", because having opened different projects with same name can cause CC to crash randomly.

  • Always -> (for each object?) set *shadowcaster* behind *wall*. Try this.

  • Thank you very much.

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eku

Member since 12 Mar, 2012

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