gamekill's Recent Forum Activity

  • Hi all,

    I want to create a Function that can be applied to different objects whenever it is called.

    For instance, in pseudo code, here's something simple I can't seem to accomplish with Construct 2. First I would create a Condition->Action to call a Function using a specific object as a parameter:

    On Mouse Clicked Object

    \--> call Function "MyResizingFunction" (Mouse.clickedobject.UID)

    The Function would be something on the lines of:

    On [MyResizingFunction]

    |--> System.PickObjectByUID(Param0)

    \--> PickedObject.setsize = PickedObject.size*2

    ---------------

    So, I hope I explained it simply enough. Basically I want to click on any random object (Sprite) and have that object double size each time it is clicked on.

    I was excited about the possibility of using Functions, but after trying some stuff, I can't really say I get the point, if I can't apply Functions to different objects (Sprites).

    Please share any thoughts on this.

    Thank you very much!!

  • Hi,

    I noticed you guys are currently fiddling with the Image Editor. And that is really awesome.

    I have a small suggestion, please let us use keys (up/down/left/right) to move collision polygon points with a pixel-by-pixel precision? Similar to what is already available when editing / moving the Origin and Image Points.

    Thanks!!

    <img src="smileys/smiley17.gif" border="0" align="middle" /> <img src="smileys/smiley2.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" />

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  • Very interesting, great trying out variations on the fly.

    <img src="smileys/smiley1.gif" border="0" align="middle" /> <img src="smileys/smiley20.gif" border="0" align="middle" /> <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Yes it does make sense, I guess the angle is based on current speed vector or something like that?

    If that is the case, maybe you could set a "ghost" angle based on an always-on zero angle fake speed vector?

    <img src="smileys/smiley2.gif" border="0" align="middle" /> <img src="smileys/smiley12.gif" border="0" align="middle" /> <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Hi,

    I created a maze-like setup while Rings with Bullet behaviour are supposed to run around randomly.

    To handle the collisions with Walls, whenever a Ring collides with a Wall object, I ask it to set Bullet Speed to 0, then back a pixel (so it is not colliding with Wall anymore), then add a value to its current Bullet.AngleOfMotion. This added angle is a random of +90, -90, 180.

    Then I set the Bullet Speed back to normal speed.

    What I believe to be a bug is: If I leave things in the order described above, the Rings only go left and right and left and right whenever colliding with walls.

    If I invert the order of the Bullet Behaviour actions, it works properly. I mean, it works properly if, after setting Speed to 0 and snapping the Ring back a pixel further from the wall, I set the Bullet Speed to normal speed and THEN ask the Bullet Angle to be added a random angle.

    Then, the Rings correctly choose random angles and go up/down/left/right randomly when colliding with Walls.

    <img src="https://dl.dropbox.com/u/17328032/imgs/bulletorder.png" border="0" />

    <img src="smileys/smiley11.gif" border="0" align="middle" /> <img src="smileys/smiley5.gif" border="0" align="middle" /> <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Pode, here are the links for both the exported project, and the CAPX:

    • https://dl.dropbox.com/u/17328032/Temp/index.html
    • https://dl.dropbox.com/u/17328032/Temp/iFrame_plus_larger_image.capx

    As I said, if I upload and run the exported project online, the image gets 100% size, no downscaling. Unfortunately I need the downscaling.. and it does behave as desired in Preview mode.

    Thank you for your very nice work!!

  • Hi Pode (or anyone else),

    I am trying to use your iFrame plugin, but can't quite make it work right. I have a couple of problems. Please help?

    1- I have a game that is sized 470x600

    2- Inside it, I created a 460x306 iFrame

    3- On the iFrame's properties I set:

    URL: saferplace.org/img/fotos01/01.jpg

    Style: game.css

    (I put the game.css file in the same folder as index.html)

    I need the iFrame to display the URL image downsized so it fits.

    I can't resize the original image manually, as I plan on having the iFrame display different sized images, some bigger than the iFrame, some smaller. The smaller ones should not upscale but remain their original size.

    When I run the game in preview mode, the example image properly downsizes. Also, smaller images behave correctly (no upscaling). But if I run the game from a web server, the image is undesirably scaled 100% original size and I get scroll bars.

    So my first problem is: how to make the big images downscale to fit (and keep aspect) when running the game online.

    The game.css I created reads:

    iframe img{width:100%; height:auto; max-width:460px; max-height:306px; margin:0 auto; text-align:center;}

    iframe {border:0; border:none; overflow:hidden;}

    But I think the iFrame is not using the CSS at all.

    So my second problem is, how to properly utilize the CSS?

    You can check the test version here:

    link to the game test version:

    dl.dropbox.com/u/17328032/CodeGame/index.html

    Any help is appreciated.

    Thank you very much

  • Thanks for the simple explanation.

    <img src="smileys/smiley1.gif" border="0" align="middle" /> <img src="smileys/smiley1.gif" border="0" align="middle" /> <img src="smileys/smiley2.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley1.gif" border="0" align="middle" />

  • nihakue ramones Ashley SOLVED!! <img src="smileys/smiley4.gif" border="0" align="middle" />

    I finally found out what my problem was (and possibly nihakue's).

    My Windows audio speakers were set as 5.1.

    I could only listen to a couple of channels through my headphones. I thought Windows would down-mix the 5.1 channels to stereo, but it won't.

    Funny thing is, I could watch youtube videos, listen to Winamp MP3s, even play some games and never noticed a problem.

    My guess is these programs downmix 5.1 to stereo themselves.

    I played my Skeletor in Space game and nihakue's example .capx and sound worked on all browsers tested: Iron, Chrome, Firefox, IE9.

    NOTE that another problem was indeed the MIME types on my server as pointed out by ramones; only the game hosted on Dropbox works properly.

    A couple of important observations though:

    • Firefox performance took a serious hit on Skeletor in Space, I get a lot of slowdowns/speedups now that audio works.
    • In IE9, game was silent for a few seconds but then audio played properly. I guess this is caused by preloading a lot of audio, as stated on the Construct 2 manual.

    Now that I finally solved a mystery, can I get a discount on a license pls?

    <img src="smileys/smiley2.gif" border="0" align="middle" /> <img src="smileys/smiley2.gif" border="0" align="middle" /> <img src="smileys/smiley17.gif" border="0" align="middle" /> <img src="smileys/smiley4.gif" border="0" align="middle" /> <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Hi all,

    Uploaded the game to Dropbox, audio still not working properly :(

    db.tt/4qEYyjrz

    <img src="smileys/smiley19.gif" border="0" align="middle" /> <img src="smileys/smiley19.gif" border="0" align="middle" /> <img src="smileys/smiley11.gif" border="0" align="middle" /> <img src="smileys/smiley5.gif" border="0" align="middle" /> <img src="smileys/smiley18.gif" border="0" align="middle" />

  • gamekill I'm sure your problem is got to do with mime types. Your server isn't setup for ogg files.

    No, it's something else.

    I just checked again at home, and all sound effects + background ambiance play fine on my Chrome browser. I cleared the cache and forced the entire game to re-download. Audio is perfect.

    At work earlier today I tried the same thing, Win7 also, newest Chrome also. No sound, only ambiance.

    I also asked my brother to try the game out at his workplace (he uses a Mac) and he got no audio whatsoever (I didn't ask the browser but still).

    This is puzzling..

    <img src="smileys/smiley5.gif" border="0" align="middle" /> <img src="smileys/smiley5.gif" border="0" align="middle" /> <img src="smileys/smiley11.gif" border="0" align="middle" /> <img src="smileys/smiley19.gif" border="0" align="middle" /> <img src="smileys/smiley5.gif" border="0" align="middle" />

  • I beat the game! Hooray. My score 83700 ^^. Not very high but still I'm proud of it. Cool game. Very original. I mean, I don't know where you get the idea of doing a skeleton as the player character but really congrats man. I love that kind of games with a great originality. Good job!

    Thank you very much, glad you enjoyed it!!

    Comments like these really mean a lot to me.

    Keep me motivated I guess!

    <img src="smileys/smiley17.gif" border="0" align="middle" /> <img src="smileys/smiley17.gif" border="0" align="middle" /> <img src="smileys/smiley4.gif" border="0" align="middle" /> <img src="smileys/smiley1.gif" border="0" align="middle" /> <img src="smileys/smiley1.gif" border="0" align="middle" />

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gamekill

Member since 7 Apr, 2012

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