PixelRebirth's Recent Forum Activity

  • Can't say I'm not a bit sad over here, but looking forward to the great things that C2 will bring to the table.

  • Impressive little game you have there, especially when you consider that it was done in 48h!

    Very cute tiny pixels and everthing feels like it fits together well, one of the most important things imo.

    Haven't seen many games created with Construct that include RPG elements, so that's definitely a plus and also shows that you know what you're doing event-wise.

    Only thing I got a bit confused about was how the viewable areas work. Sometimes it seems like a cell right next to me is blacked out although it shouldn't be.

    Also double post? A shame you didn't get any replies when you first posted it, it's really well done and worth checking out.

  • Why not simply tell Construct in which direction to rotate? Like so:

    http://dl.dropbox.com/u/2306601/lerp_bb.cap

  • Online functionality is one of the bigger weaknesses of Construct.

    Of course the Download object does its job fine for downloading, but I'm afraid there is no object that is able to directly upload files.

    With the HTTP Object you can communicate with websites, such as passing arguments through a PHP script/HTML form. I've used it before to create a simple flatfile highscore table.

    I haven't used the object in quite a while, but together with a proper PHP upload script, it should be able to get the job of uploading a file done.

    In actions there is:

    1. Add file - what argument name means? (same with add number and string)

    2. Set user agent - what is it and usage?

    3. Requests - what is it and usage?

    1. See above - adding arguments when you post to a site basically. Like it could pass the username, a password and a message, all being different arguments.

    2. User agent would be the string which is used to identify your browser, to be able to choose the appropriate content to display for example.

    3. 'Get' and 'Post' would obviously refer to the HTTP methods of the same names. Take a look here maybe. With 'Get' you could also download any site as a string, which would be returned in the expression 'HTTP.GetResponse'. And with 'Post', well, you usually post stuff.

    Keep in mind that I'm no authority on these online matters though, I hope I was able to provide some insight at least. Anyone able to add to that or correct me by all means do post!

  • >

    > > When you create an object it becomes the only picked object for the remainder of that event. After that the object cannot be picked until the next tick (or frame).

    > >

    >

    > Is this accurate? I thought it was like this:

    >

    >

    > > The way it is, though, is that when you create an object, it doesn't really exist until the end of the next top level event or trigger.

    > >

    >

    From my experience, it seems to be like ROJOhound says. You can't, for example, access a pv of a newly created sprite until the next tick. I still think, the object is created at the end of the tick, and all you do in the creation event is just buffered.

    I do think Ashley said what he said for a reason. Look at this overly simplistic example:

    http://dl.dropbox.com/u/2306601/blinky.cap

    When you press X, a Sprite is being created at the center of the screen. But with the current event order, you won't see anything. It's immediately being destroyed by the second event. However if you switch the event order, the sprite briefly appears before being destroyed. Which means it already existed and could be picked before the next tick - according to my very own logic. Otherwise it shouldn't have blinked when you switch the order. Unless something is going on I'm not getting, which is always a good chance. Still Ashley said what he said!

  • When you create an object it becomes the only picked object for the remainder of that event. After that the object cannot be picked until the next tick (or frame).

    Is this accurate? I thought it was like this:

    The way it is, though, is that when you create an object, it doesn't really exist until the end of the next top level event or trigger.

  • I don't think there's a way to directly encrypt a normal array. However the S plugin is able to save to encrypted files. It's the only method I'm aware of with Construct and the plug is really worth looking into.

  • Just uploaded my fix when I saw chrisbrobs' reply. A lot of what he said is valid. However he didn't mention that you could simply use the 'Auto mirror' angle setting and get rid of the additional angles in your animations.

    Also I would advice against using key presses to trigger animation changes. You should base it on the movement instead. I simply changed the walking animation event to have a 'Is moving' combined with a 'Is on ground' condition (edit: or if you like it not complicated use 'Is walking', hehe). You could also compare the X speed to achieve something similar.

    So, here's the cap with auto mirror:

    http://dl.dropbox.com/u/2306601/00009_edit.cap

    Oh, and good luck with your contest entry!

  • What I did instead was I set a private variable to a number (once the required conditions for running were true) and then subtracted from it every tick until it goes back to zero.

    This is what I'm doing quite a lot as well. But...

    My question for the community is-- is this a bad way to do this? I think ticks are based on framerate, and so the ability to run within the game might be affected based on the frame-rate itself... if that was the case could I just set the framerate to a constant 60 perhaps? Or should I rework it based off of milliseconds and whatnot...?

    ...yes, you really should use Timedelta here. So instead of simply subtracting a certain value every tick (you don't need to add an always event btw for it to run every tick), you substract value*Timedelta, as described in the wiki. Otherwise the game will definitely run differently depending on refresh rate.

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  • ASHLEY!!! Please consider adding 'get object name'

    Not exactly a new request. And seeing that it hasn't been added yet, I wouldn't hold my breath.

    I need to store object names for later use in my level editor, then use 'create by object name' - a feature that seems pretty useless unless you can retrieve an object's name :T

    It's still very useful. Think about naming conventions and things alike.

  • I don't understand the motivation of some new members of reviving old threads for no good reason.

    Being a 'newbie' to Construct myself I too would like to see some sort of pdf file as I like to read printed stuff and have them to have as reference.

    If you guys were that eager to have some kind of documentation (apart from the wiki, the numerous tutorials and examples - yeah, stuff that isn't presented on a silver plate), you should have found this by now:

    Unofficial Construct manual made by chrisbrobs

  • It helps a lot! But what confuses me is that I don't know how you saved the blocks, because I created a new object and it didn't save it.

    Hehe, well, as I said:

    Also you didn't seem to have made up your mind whether to use different objects or different animations to represent the different blocks/gameplay elements in the level editor. I think it's usually best to have one single object with different frames in a 0 speed animation. So I added that in.

    So the different objects are just frames of the edi_block sprite. To add a new object, add a new frame. That's all.

    And all you did( for saving ), as far as I can see, is clearing the array with a value. Where are the events that save the information about the blocks?

    Click on the small plus sign to the left of the condition to reveal the whole event tree. There's actually a loop below that, which sets the value at the current array position to the frame number.

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PixelRebirth

Member since 26 Mar, 2008

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