Ashley's Recent Forum Activity

  • They're deleted now. I'm not sure how these bots get through the captcha and email verification. They're either clever bots, or real people being paid for it!

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  • You don't need the physics behavior for this. If you make the ghosts have a Ball movement instead of Bullet, you can set them to bounce off solids, and insert your wall and mark it as solid.

    Alternatively just have an event like

    + Ghost collides with wall

    -> Set ghost angle to Ghost.Angle + 180

    That'll turn it round the other way if it touches the wall.

  • Following an object is easy enough - give your objects a bullet or ball movement, and always make them rotate towards the object to follow (always - rotate angle towards object). If its an object of the same object type, it might be a little trickier.

  • I doubt it is a problem with anyone's mouse. The mouse is a pretty reliable piece of technology in a PC, and I don't think Construct's quite at that point yet

    I have experienced IDE lockups once or twice on startup. It seems to be related to trying to use the menu when its checking for updates, but I'm not sure and haven't ever had it stop responding to clicks after some use.

  • Can you get it reproducable and send a .cap file that can make it happen reliably? These things are usually easy to fix - so long as I can get it to happen for me...

  • In Application Properties, you can change the default controls.

  • I guess that you accidentally put the tiled background on a layer above the layer the bullets were created on. This would mean the tiled background is covering up the bullets!

    Remember when you insert an object, it is inserted to the currently selected layer on the layer bar. You can accidentally put things on the wrong layer if you're not aware of that.

  • Maybe you could upload the .cap file somewhere so we can take a look? If the objects really are being created and the Z order is the problem, you could try creating the bullets on a layer on top. Use the Layer Bar to add a new layer, and you can spawn the bullets on this layer. If they still don't show up when the layer is on top, it must be something else (they're not created, they're positioned wrong, they're set to invisible, the opacity is 0, etc). However, the tutorial should set everything up correctly for you

  • Hmm, maybe you shouldn't use the timeline object for this. How about 'Every X milliseconds' in the system object? Or, 'Compare time' in the system object if you want to trigger an action at a certain time. Alternatively, the Function Object has an action - 'Call function after delay' - which allows you to, for example, re-enable firing after a few seconds.

  • Another thing that would ROCK which I know has been mentioned is toggling a physics object's collisions, being able to turn them on and off and choosing which objects could collide with which at runtime would pretty much complete the physics object for me

    This is also added now: you can use a 'Disable collisions' action with Physics in the next build, eg. Disable collisions with 'Debris' sprite and it wont collide with it.

  • Well, it's an efficiency thing. When a layer has no effects or anything, it just draws directly to the screen, because it's just another bunch of objects. 'Force own texture' makes it draw to a separate, offscreen surface, and once the layer is drawn there, the whole surface is pasted on top of the screen. This is slightly slower since it has to copy the surface to the screen, but most video cards can do this sort of thing a few thousand times a second without breaking in to a sweat.

    When the layer is drawing directly to the screen, erase doesn't work because you can't cut a hole in the screen - there's nothing underneath. When the layer is drawing to its own surface, it's cutting out an area of transparency in the surface, so when it's pasted to the screen, there's a hole in the layer and whatever was beneath shows through.

    If you change the layer opacity, filter, or add layer effects, it has to draw the layer to its own surface to process the effects anyway. So you only need 'Force own texture' if you want to process an erase or mask effect, and the layer has no effects.

  • Edit: Oh, I noticed just that when layer is rotated, even MouseX("layer") doesn't show the real cordinates. I guess than it's not yet implemented?

    It should work. What's wrong with it?

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Ashley

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