R0J0hound's Forum Posts

  • Here is a way to check all 89 keys that the mouse keyboard offers:

    http://dl.dropbox.com/u/5426011/example ... ressed.cap

  • Skeleton is a sprite right? Be sure that the private variable is named 'mid' and not 'Mid', the name is case sensitive.

    You need to download the latest common folder from the SVN.

  • I figured out the issue, The common folder in the sdk download is out of date. You need to use the latest version of that folder from the SVN. Click Download GNU tarball to get it.

  • Add another event:

    -> Start of Layout

    -> global variable 'Fullscreen' is equal to "on"

    + FullscreenOn : send to front

  • In that case you could use the bullet behavior with a event "on collision with terrain" rotate 180 degrees CW.

  • [quote:1kc88t7a]Was it easy for you to make it?

    It wasn't too difficult.

    [quote:1kc88t7a]How would you record animation? or would it be automatic?

    In toralord's time warp example he recorded the position, angle, velocity and animation frame of the player. It's the same case here just record those other value with the position.

  • The problem is since events are run top to bottom the game is set to go to fullscreen and back to a window in the same tick. All 4 of the "fullscreen" sprites are being clicked on since they are at the same location. Just handling one of the sprites being clicked on will be enough.

    Here is a more organized version that works:

    <img src="http://dl.dropbox.com/u/5426011/pics/event4.png">

  • It's pretty straightforward to record the players movement, it's basically a list of positions every frame. The first task is to choose a way to store all the positions, the Array or S plugins will do. Replying is just a matter of setting the player's position to the positions in the list one by one.

    For example I used the Array plugin here:

    http://dl.dropbox.com/u/5426011/example ... eDrops.cap

    made in CC r1

    The "ghost" sprite is in a container with the Array object so that each "ghost" will have it's own list of positions. I keep track of which "ghost" to record the player's position to by a variable with the ghost's UID (unique id). When recording the player's position is always put in the last element of the array, then the array's size is increased by one. When replaying another variable is used to indicate what index of the array to read from. After the ghost positions are set from the arrays a that index the index is increased by one. You can also reverse the replay by decreasing by one.

    Another idea for using this with platform movement is recording and setting x/y velocity instead of position, that should help with having the replay's animations update.

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  • Hmm, then that means it's not the image library.

    You said the non power of two jpeg loaded fine. Does the corruption happen only when there is transparency in the image?

    Also just to clarify if you just draw your own non power of two image in the editor does that corrupt?

    How about a power of two width and a non power of two height, does that still corrupt?

    Can you also provide a screenshot of corrupted 127x128 sprite. It will help me identify what's happening since I can't reproduce it.

  • The function object has a expression for that.

    Try Function.NumParams

  • You will need to install a newer vcredist_x86.exe:

  • Ize check your PMs, I sent you a fix to test.

    You need to add the mfc and atl include folder and library folder to the search path.

    This explains it pretty well:

    http://www.codeproject.com/KB/MFC/MFCin ... press.aspx

    Skip down to step 4.

  • Why not give the enemy ships the Ball behavior instead of the 8-direction?