djsubtronic's Recent Forum Activity

  • Works fine for me on 64 bit.

  • Gelidaer thank you!

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  • OP updated with new video.

  • Thank you. Not the ideal solution, but it does the job :D

  • I'm having problems with collision masks and gravity in that even if there is an overlap of 1 pixel, the collision will stop the object from falling.

    Eg:

    Here's the collision mask for the left edge of this level:

    <img src="http://i45.tinypic.com/ezlwkl.jpg" border="0" />

    When the player jumps onto the left, he shouldn't stop, he should slide down... but this is what happens instead:

    <img src="http://i45.tinypic.com/20tjy2o.jpg" border="0" />

    It's causing a bunch of problems, especially with the "wall to left" and "wall to right" conditions - even if the "wall" is just 1 pixel higher than the ground, things will bounce off it (as asked to do when the condition is met).

    Any ideas how to deal with this?

    Example of the problem in action:

    [TUBE]http://youtu.be/pwDIz2HsVTs[/TUBE]

  • Ok so a very bizarre discovery. At the layout start, I did a "For Each" loop for that object and changed its animation based on a private variable. This caused the Add Attribute to fail when used at any point in the game (and only applied it to the most recent instance of the object). However, if I avoided that loop at start up, it worked fine! Similarly, adding a "For Each" loop for that object at any other point of the game would cause it to break the Add Attribute also.

    As a workaround, I decided not to use the "For Each" loop but instead assigned a unique sequential ID to each instance of the object at design time, then used a normal For loop and assigned the animation at startup based on ID. Oddly enough, this did not break the Add Attribute function.

    Hopefully this will help anyone else facing this problem. And unless I'm missing something, looks like a fundamental bug somewhere in CC.

  • I have a similar problem, I think it is related to memory usage. I make sure that autobackup is enabled and if memory usage of CC nears the 400MB mark I close it and reload it.

  • This problem cropped up pretty randomly as it seemed to be working fine before. I have a series of objects that under certain conditions have the "Platform" attribute added to a specific instance. However, now suddenly the "Add Attribute" only seems to be adding the attribute to the object I added to the layout most recently, rather than the one matching the condition under which the action occurs.

    Any ideas? I can't use alternate methods, as the object simply must have the platform attribute under the condition.

    Thanks.

  • Sorry to bump but I can't see anything in the OP? I'm looking for an effect that will create a reflection of whatever is above it (to apply onto a water surface sprite).

  • Nice, but the implication that using Construct = lazy, is way off base.

    What people tend to not realize is that programming with event-based systems can be as simple or complex as you make them. I've seen people create event code/expression combinations with these systems that are so complex that it would've been easier to do the exact same thing in a programming language, yet you have to admire the person's willingness to take the program to another level.

    I totally agree that there are various events/conditions that can end up being very complex, and there are several just like that in my game that would be much simpler in code. But by lazy, I just meant that not programming from scratch means I don't have to manage 1000s of individual PNG images or code 2D physics, control frames, animations and timings, and manage DirectX objects or API calls all manually. I can safely say Construct saved me a lot of time and effort, and without it I probably wouldn't even have bothered with a re-attempt at making the game from scratch.

  • Thanks. I will do my best to be creative with bosses and level backgrounds, but I dunno about enemy sprites. I have looked on a DKC fansite forum and there are a lot of talented sprite artists there, but in terms of creating a new enemy from scratch, I fear it won't look consistent with the rest of the enemies and will ruin the overall effect. To somewhat make up for lack of new enemies I plan to incorporate a mixture of enemies from all three games.

    I've updated the video in the OP with my latest progress.

  • Thanks Ciro.

    I have no idea how to make sprites/use 3D software. So for now the idea is just to re-use existing enemies and collectibles, but I will be incorporating stuff from all three games to make up for the lack of new stuff.

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djsubtronic

Member since 30 Oct, 2012

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