PixelRebirth's Forum Posts

  • Nice to have finally a post 0.98.9 release marked stable!

    Anyway, it seems that the Minimap is still broken.

    In 0.99.3 the minimap has random graphic crap in it. I checked this on my home computer and work computer both do the same.

    Or is the fault on my end since I was just using it for the first time?

  • Destruction has done the same for me in the past, meaning I can have an event that says "destroy" then anywhere below have one that says "always + if object exists ---> play a sound" and even if the event is after it will play that sound one more time.

    I had a somewhat similar problem, but then I realized that the object.count doesn't seem to update within a tick so to speak. So if you are using something like object.count > 0 to test if the object exists, you don't want to put it below the destruction event but above it.

    But I'm just assuming different things here. A cap pretty please?

    Huh. You're right, it does work fine with key presses.

    Looks like there are TWO problems to solve in this thread now

    I hate it when that happens...

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  • Click on one of the two buttons to create a box. The box should appear blue, without any flash of red.

    The box on the left has the frame set to 2 (blue) within the create event, and it works normally.

    The box on the right has an Always event after the create event that always sets it's frame to 2, but there is a flash of red when it's created.

    I just was like "wth I tried smt like this and it didn't happen for me".

    After reflecting one second (not necessarily about the problem at hand ) I remembered that in my example the object was created with key presses and not button clicks.

    So I copied the creation-event of the right box, but with a "On key pressed" condition instead of the "On button clicked". I can see no flash of red!

    Now has this problem something to do with how buttons work or am I going insane here?

    Can anyone confirm it?

  • Good work on those soldiers! Keep it up.

    And you better didn't lie about those giant bosses. I like 'em big!

    What resolution are you planning on using for the game btw?

  • The problem with this is for instance if I have several animation frames in a sprite but I want it to start on a particular one upon creation. The sprite will appear, though it will flash in its initial frame for a single tick. This is the visual indicator, any event such as setting its position or size following that event, but not within that event, won't affect the object until the next tick.

    I'm pretty sure I never experienced that. When I create a sprite, all the following events will be run in the very same tick as well. Wouldn't what you describe also mean when you created a sprite and destroyed it in the next event, it still appeared for one tick (which obviously doesn't happen). Or I'm not sure what you're getting at.

    (Btw you can set the initial animation and frame in the properties. But I guess you knew that and need to change it dynamically.)

    It would be really nice and comfortable if objects were created and destroyed at their actual line of code rather than before each tick renders a picture, and I don't quite understand how this approach was chosen to begin with.

    Actually I'm pretty positive that's how Construct works: creating/destroying objects at their actual line of code. Otherwise many things I had tried in Construct would have failed horribly.

    Then again I dunno I might want to see an example cap demonstrating the problem you described. Since I might just not get it after all...

  • Wow I love the new features in 0.99 versions. I actually didn't want to try any unstable versions anymore (lazy me), but this pretty much rocks already. Great job!

    Okie doke, testing now... this will be four versions of Construct installed at once! A personal record.

    Edit:

    <img src="http://i29.tinypic.com/qssdjc.png">

    That's one hell of a weak personal record:

    <img src="http://i32.tinypic.com/2q8bjw1.png">

    But I suck at deleting...

  • I'm playing a little with lights in my latest project:

    <img src="http://erikakempf.de/construct/evertease1.jpg">

  • Well I'm pretty sure you are overcomplicating things here.

    Since I never tried a classic scrolling Beat'Em Up myself so far, I'm not entirely sure how I'd approach it. But not sure about the combination of 8 direction and Platform behavior.

    Anyway, I tweaked it a little bit. I used a PV on the sprite to store the last Y position when jumping. I also made use of your Jump global, you could use a PV for this too though.

    Just have a look: Tweaked Cap

  • You probably should use some basic math for this.

    35/40 is 0.875... your ratio basically.

    Then set sprite.width to 40 + random(X)

    and in the following action you set sprite.height to sprite.width*0.875.

    That should work. Remember you will not really get random sizes this way since you're only adding a random number to the size. You should use + random(X) - random(X) or something. Unless you want only bigger versions of course.

  • Good one. I hope you feel better soon, Miro!

  • Oh apparently Imageshack doesn't like what I'm doing...

    <img src="http://www.erikakempf.de/blessing/metal_drama.jpg">

  • Soldjah didn't really surprise me either.

    <img src="http://img207.imageshack.us/img207/3269/metaldrama.jpg">

    Oh the drama of being a metalhead...

  • Hey Lucid, that's a very smart method you have right there! Much better than my earlier attempt at something like this.

    Your example tends to crash though when you keep typing some text. Anyway, this seems to be the method to go atm. Well done!

  • I think all it needs is a "DUCK" is NOT down condition in event number five.

  • It's great when you're writing an answer just to notice deadeye was faster. lol

    Still I have a little thing to add:

    I noticed that you might have tried to use tagged animations on the character. This only works with the object that has platform behavior applied to it. You could still use tagged animations and set the animations of your visible sprite accordingly with an always event. But beware tagged animations are currently a little buggy or so I've heard.