lucid's Forum Posts

  • post the cap

  • pixelperfect pacman in lbp2

  • the images aren't showing up for me. maybe dropbox is temporarily down?

  • if you want to set or alter each variable:

    loop from 0 to the number of variables you have

    when setting a variable or adding/subtracting from it, right click where you select the name of the variable and click "use expression", and type 'loopindex' (without the quotes)

    I can't think of a way off the top of my head to use the values

    like

    sprite(loopindex) or anything like that won't work

    maybe with python there's a way

  • For example. You could synchronize the X and Y velocities of a platform and physics behavior, and then modify the platform movement to not be able to directly affect player movement, but do it through the physics object. But that's just me talking....

    *Example 2: someone wanted a platform game where some platform characters would ghost through certain platforms and others wouldn't.

    I've submitted code to the svn that makes these two things possible

    if it gets into the next version, physics will take nonphysics movement into account in a stable, predictable way,

    and platform movement will have an option to ignore certain object types temporarily or permanently, on a per platform movement object basis.

  • I think I may have a fix.

    I've tested it a bit, but one or two extra testers won't hurt

    if this works for you guys I'll submit it to the svn

    http://dl.dropbox.com/u/1013446/fallingfix.exe

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  • nope, just gotta figure it out when you first come to it. narrow it down to the exact cause before your game gets too big or then you have bugs everywhere.

  • Its not the animations ,i toned them down all the way and still i get the dreaded memory id block error which CS chucks at me.And the collisions switches off randomly and the games goes out without any notice.And when the character respawns it loses its collisions or freezes up.this after i toned down all those frames.Some events wont even play on the next layout even though it worked perfectly on the previous layout.

    Well at least it runs at 60fps and not at 15 fps anymore lol.

    you should post these types of problems at help/tech support. there may be people who have had some of the same problems in the past, or can help you troubleshoot them. Also posting bug reports is a good way to get individual bugs fixed, once you can confirm it's a bug and narrow down what causes it to happen. there are still bugs being fixed in every new version. This is the bugfix todo list.

  • you look different today gullanian...did you get a haircut?

  • yeah, I'm gonna go ahead and completely disagree with dravenx here.

    it's finicky, and certain things you have to be careful with. ashley and gul admitted to it's lack of stability, not to a complete inability to make a large game. but people like arima, and davio, and arsonide have all made projects that have gone well beyond the point you're making it sound like.

    Those are some of the more experienced developers here, so it shows that learning to work around some of construct's issues is key. But you're making a blanket statement, an inaccurate one, and then telling people to "let it go" when they disagree. You definitely have a right to speak your opinion, but I personally don't think you're qualified to give the end all be all statement to c09x's suitability for large game creation.

    also, there's no engine in the modern world that can handle hundreds of frames with very large sprites. Look at streetfighter 3 and the last king of fighters, only 2 characters on screen plus backgrounds, and the animation isn't really smooth at all. they have very few frames so it can all fit in vram. if you want huge characters with smooth animation, you need to use bones or your own custom bone system. That isn't a c1 limitation, it's a 2d graphics limitation. that's why all the spectacular looking 2d games with large characters use distorted sprites, and bone animation

  • here's your problem:

    <img src="http://dl.dropbox.com/u/1013446/looky.JPG">

    you accidentally put 2 "on 2 pressed" events

    the second one sets the weapon variable to 3,

    therefore the event with 2 selected never triggers

    probably an oversight when copypasting

    happens to the best of us

  • http://dl.dropbox.com/u/1013446/schain.cap

    s version of this

    left click to add links to chain

    right click to delete links from chain

    s would become increasingly helpful if you tried to increase the complexity of this example, for instance, to add multiple snakes and manage each one separately, or if you wanted to be able to paste objects onto the snakes' segments, so they move like they're attached to the segment, or a little simpler to implement: to be able to drag and drop pieces of varying types onto the snakes, to add a new segment of that type where you dropped it.

    unfortunately, s is hard to read if you don't already understand it, but in cases like those, it would most likely take pages of normal events, with global variables and stored UID values galore

    with s, it'd be just a few more events.

    if anyone says they're interested I can show an example of one or more of the above

  • I need to get my emu 1820m repaired. it was expensive new, and they don't make them anymore, so it's not something I can just replace with a new one. I think the problem is simple. it has a bunch of bulging capacitors on it, and I want to get them replaced. apparently, bad capacitors is a common problem with them. I am horrible with a soldering iron, so doing it myself is not an option.

    basically, are there any major outlets that do this kind of thing, or just local businesses, and how much should I expect to pay to have it done?

  • I think a warning msg should pop up instead of an error msg with the options

    Ok (which just proceeds with the conversion)

    Cancel (so you can change it)

    Or

    Don't show this msg again (with the options :for this variable, for this session, for this project, ever)

  • i disagree about tangled being good.

    I'm not trying to rain on your parade, just give a different point of view.

    I thought there was too much singing, the songs were so cliche disney, one even goes so far as to borrow a short line of lyrics from Alladin's magic carpet ride song, after it started out sounding like a parody of it.

    The characters were 1 dimensional, as were their motives. And it was the most cliche disney movie imaginable. princess falls in love and marries unlikely hero. So little girls out there in the audience, make sure you understand after a day's adventure, you should be sure you want to spend the rest of your life with them.

    but I digress. I walked away from the movie theatre rolling my eyes. It was completely cookie cutter disney. on a happier note, I thought despicable me, how to train your dragon, and toy story 3 were all ridiculously great though.

    good to see dreamworks take on deeper story telling

    .