R0J0hound's Forum Posts

  • It's not a bug, the Grid movement with "player controlled" checks if the sprite can move in a particular direction by checking if the sprite overlaps any solid at it's destination. If no collision is detected the sprite will move without checking the in between positions for collisions.

    I whipped up an example on how to overcome the problem using the "Manual" mode of the grid movement and checking 1 pixel away before movement:

    http://dl.dropbox.com/u/5426011/examples/grid.cap

    req 0.99.84

  • You can also use unique names for each animation and select one randomly like so:

    -> Sprite: Set animation to {"die","brutal","ahhh","rip"} @ (random(4)+1)[/code:3dr39l0j]
  • [quote:36bguidd]I wouldn't use "Timer equal to", because it is not guaranteed that you will catch the exact moment of 10000ms

    Actually go ahead and use "Timer equal to" because according to construct's source, this:

    +Timer equal to 10000
    ->your actions[/code:36bguidd]
    Behaves exactly the same as:
    [code:36bguidd]+Timer greater than or equal 10000
    Trigger once
    ->your actions[/code:36bguidd]
  • A cap file is always more useful than a picture. The events look sound, except for the "Every 1 milliseconds" conditions (remove them, they aren't necessary). I made my own cap file with the same 4 events and it works fine for me. What does it do in your cap? You said it doesn't work. Does it do nothing or does it only partially work? I need more details.

  • Citnarf

    If you simply want to have the time from the start of the application you could use the system expression "Timer", which gives the total elapsed milliseconds. Then to split it up into minutes, seconds and milliseconds, use the following formulas:

    minutes:		floor(Timer / 1000 / 60)
    seconds:		Timer / 1000 % 60
    milliseconds:	Timer % 1000[/code:rjzpz98p]
  • This is what I did:

    Set Application Properties->Eye Distance(3d) to 500.

    Enabled "3d Layering" for the 3d layer.

    For both the 3dbox objects I set the "Rise scale" to 1.

    Set depth of Wall3d to 64.

    Erased front face of Sprite3d.

    On event 2, the actions for setting 'distance', X and Z were adjusted.

  • HackMan128

    Here's a corrected version of David's example that works in 0.99.84:

    http://www.scirra.com/forum/viewtopic.php?f=16&t=6459

  • Here's the original forum for David's 3d maze example:

    http://www.scirra.com/forum/viewtopic.php?f=16&t=1832

    And here's a tweaked version that works with the latest version of Construct (the numbers needed to be adjusted).

  • You could make a batch file and use commandline tools to do it. There are many different commandline tools you can use.

    This commandline utility looks pretty good:http://www.programmersheaven.com/download/41236/download.aspx

    Example batch file:

    @echo off
    rem seach and replace batch
    set myfile=main.cpp
    ssr 0 "birds" "cows" "%myfile%"
    ssr 0 "foo" "bar" "%myfile%"
    set myfile=
    [/code:1tc3vuwi]
  • There are three instances of the "MouseKeyboad" object. Use the expression "Python("len(MouseKeyboard)")" to see that it's true (it returns 3). The solution is to create a new "MouseKeyboard" object, change all the "MouseKeyboard" events to use the new object and then delete the old object.

    Solution in steps:

    1

      In the Layout editor insert a new Mouse and keyboard object. It's name will default to "MouseKeyboard2".

    2

      Go ahead and make it global, (not really necessary, but it's a good idea).

    3

      Go to the events and for every mouse and keyboard event: double click, hit back twice, select "MouseKeyboard2", click next twice and click finish.

    4

      Now go back to the layout editor, select the old mouse & keyboard object "MouseKeyboard" and hit the delete key.

    5

      Problem solved.
  • It seems to be an issue with setting the position of an object with the physics behavior. But it also seems to affect only the first object that has physics.

    The solution is to create a dummy object with the physics behavior and make it the first object at edittime by sending it to the back.

    Do this:

      Create another sprite to be a dummy object. Give it the physics behavior. Set the physics collision mask to none, so legitimate physics objects won't collide with it. Right click on the object and send it to back.
  • Here's an example that downloads an image.

    http://dl.dropbox.com/u/5426011/examples/download.cap

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  • Ah-ha! Uncheck "enable scripting" under the runtime properties, and that will fix it.

  • Intriguing problem. Here's an example:

    http://dl.dropbox.com/u/5426011/examples/Lazer.cap

    Req. 0.99.84

  • OR doesn't play well with triggers it would seem. As it is, the actions are run only if the conditions before the first OR are true. Put "on step" into a event by itself and put the rest of the conditions as a sub-event and it will work. Alternatively you could make all those objects part of a family and eliminate the need for OR. Your conditions would then look something like this:

    + On Step
    + Bullet overlaps stopfamily
    [/code:3pl7bj2u]
    
    PS: no need to give me credit, just glad to help.