DoobieDoctor5000's Recent Forum Activity

  • Hello I'd like to chime in with my solution.

    I have a tiled background that is the width of the window and 2x the height of the window. This allows me to start the layout with the bottom of the tiled background flush with the bottom of the window, and the top of the tiled background protruding from the window at the top.

    Given the origin of the tiled background is its top left corner, I was able to set a trigger for when its Y >= 0. Make sure you set a second condition of Trigger once while true. With that trigger, give it an action to create an instance of the tiled background, with a Y of negative the height of the tiled background. For instance, my window height is 800, so because my tiled background is double the height, its height is 1600. So in this case I would create the new tiled background with a Y set to -1600. This creates the instance immediately behind the first instance.

    Then set the tiled background to destroy itself when its Y >= the window height. So mine destroys whenever its Y >= 800.

    And then of course to make it actually move I just do an Every Tick trigger. Every tick I set the tiled backgrounds Y to Tiledbackground.Y + (dt * speed), and you can plug in any integer to replace speed.

  • Hey guys, I don't have time at the moment to finish this off so I've uploaded what I do have here. Should work for most cases, but doesn't integrate some of the newer features.

    https://www.dropbox.com/s/mfo3xx5o2gu8hbf/leap.zip

    Hopefully the examples should be explanatory.

    Thank you! I've never written a plugin before and I've been toying around with it, but I need something fast for the Leap Motion 3D Jam. I tested your page and the particles and pointers work. I'll take a look at what you've done and hopefully I can understand it and work some more functionality into it. I'm hoping to integrate the LM into a game I've already started work on.

    Thanks again! This is much-needed!

  • I created a simple game called OUYAtest to test out the resolution on my OUYA, but I can't seem to get it right.

    The window size is 800x600 (for no particular reason).

    I'm using CocoonJS as the wrapper (please point it out if there's something better that I should be using).

    When compiling on Ludei, I first chose portrait fit for the aspect. The result was a rectangle the shape of a phone on my HDTV with my game taking up the top half of it; the bottom half was all whitespace.

    Ludei says "When in doubt, choose all aspects." So I tried again choosing them all. This time the left and bottom solid blocks were cut-off, with the collision being perfectly aligned with the left and bottom of the TV screen. The right block was kind-of in the middle of the screen.

    Anyone here have much success porting their C2 games to OUYA? I don't see a whole lot of documentation at all on this. Please if anyone here is seasoned in this I can really use your wisdom!

  • I recently submitted Jammin' With Chu to a game jam (found on gamejolt at gamejolt.com/games/other/jammin-with-chu/30339/) and noticed it likes to freeze and unfreeze sporadically. At first I thought it was because of the particles, but when I set the particle counts to a debug text, it never went above 50.

    Is there any chance you can look at my capx and give me some tips on preventing the game from freezing like that? It's not a very good game but the freezing basically eliminates any and all fun.

    Capx is too large to upload here. It can be found at this dropbox link: dl.dropboxusercontent.com/u/62554382/JamminWithChu.capx

    Thank you for your help!

  • Have you tried having an invisible sprite placed in the direction that you want your 10 sprites to move, and then using a move-toward action/event?

  • Ooh ooh a question I think a noob like me can actually help with!

    I just found this out right now. What you're looking to do is change the window size. To do this, first make sure your properties bar is visible. Then click anywhere you don't have any unlocked sprites/objects. The properties bar should now reflect the properties of the layout. In layout properties, it only lets you re-size the actual layout, rather than the window itself. So now you'll want to click on "View" right next to where it says "Project Properties". It now lets you change the window size!

    I know this is an old thread but I hope this helps.

  • I tried replying last night but I guess the servers were wonky. It kept saying I didn't have permissions to post.

    I thought I had found the solution. Go ahead and re-download my capx file again to see what I did.

    But then I see your next solution here and I'm so jealous! Yours works WAY better than mine. As you can see, with my solution, the door will kind of stick at times unless you move the mouse before each click. YOUR way is what I wanted to do, where every click would activate the door.

    Thanks again for the solution. I will study it and try to see just what you did.

  • Both your door frames were the same size, so you can make them frames in one animation without having to move around the image-points like I did in the other example.

    Here's the best and easiest way to do it (in my opinion):

    https://dl.dropbox.com/u/11087850/doobiedoctor_edited.capx

    Thank you for the example. The reason I originally chose to use two separate sprites is because the door sprites are different sizes. Looking at your edition, the door gets smaller when open. My goal was to prevent that. I'm trying to get it so the height of the door hinge remains constant.

  • So it looks like I've solved the problem. When I was at work earlier, instead of working on my game like I wanted to, I downloaded the update. It took about an hour on their horrible wifi, but I got it done. Since I didn't have time to do anything else, I decided to test a theory of mine. I went into offline mode before shutting down my computer. After work while on the bus, I turned on my laptop and started Steam in offline mode. I was able to run all of the capx files that required the updates, which meant that the update was finally remembered.

    It's another inconvenience of DRM, which I should have expected from Steam. You have to be online to go offline (go figure), or it will roll back your updates until you're online again to update again. Without turning this into a debate about the ridiculousness of DRM and how it punishes real purchasers of software, I must say that I am relieved to know that I can use Construct 2 at work now.

  • Set only one version to updating to beta. At work and at home use the version that doesn't update to beta.

    Unfortunately it doesn't work that way. From what I've seen:

    • Free and Personal are separate entities in Steam
    • If you set Personal to update with the beta option, FREE updates but not Personal
    • You only need to update one to use one or the other
    • If you delete FREE, then the installation from FREE somehow carries over to Personal, which will then update instead of FREE because FREE no longer exists
    • If you reinstall FREE, it goes back to the way it was, in which only FREE updates but both are usable as long as they're updated.
    • Now I can't use EITHER, because I haven't done the re-update after restarting, and it says Steam can't start the software with shared content.

    Why couldn't the Free and Personal versions be completely different downloads? I understand for many it sucks to re-download the same content, but for simplicity's sake it should have at least converted or deleted the Free version. I should no longer have to deal with the Free version since I paid for the Personal version.

  • I looked at your capx. Wow I don't understand what you did. I feel stupid but the animation works flawlessly. I will study it some more.

    In the meantime, this is my capx: doobiedoctor5000.allalla.com/burgerBonanza/buffetBonanza.capx

    Oh yeah as for why I'm so late in posting it, I was internet-free last night.

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  • I do have both the free and personal editions installed and set to use beta updates. When I contacted steam they told me to clear everything out of my steam folder except the steamapps folder and steam.exe, and then to run Steam after restarting. Unfortunately it solved nothing.

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