PixelRebirth's Recent Forum Activity

  • Looks like it's working now.

    Great!

    The "bind" action is interesting.

    I wouldn't have thought you could reference objects that don't exist., but it does simplify things.

    You can select object types and then spawn instances for it. Pretty handy stuff. I wasn't sure how to do basically any of this until I sat down and looked into it (and at a lot of other plugins).

    Are there any plans for adding more to it?

    There might be a few useful expressions missing. Apart from that I want to add some sort of offset map feature, so the elements of the menu can be spawned displaced if desired.

    Nice job btw.

    Thanks and thank you for the feedback!

  • Pesky flags.

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    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Encountered second <b> before first was closed with </b>

    Condition: bold_flag == false

    File: Controls\EventString.cpp

    Line: 205

    Function: void __cdecl EventString::FragmentString(void)

    Build: release 238 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort Retry Ignore

    ---------------------------

    Oh snap!

    I'm still on the latest stable release and haven't encountered this error. Tried the latest beta just now and it greeted me with a different check failure even without my plugin installed (although a couple of different third party plugins).

    Did something significant change here? I wasn't exactly in touch lately with what's going on around here...

    EDIT: Appears C2 got a bit more anal about stuff lately . Looked three times over it, but couldn't find any error in the markup in edittime.js. For the moment I just removed any <b> tags and it appears to work fine now with the latest beta. Download the plugin again if necessary.

  • Menu Aid is designed to help in the hassle-free creation of typical vertical game menus. It can create whole menus from a simple definition and by binding other objects (text, spritefont, sprites) to it via actions.

    In an effort to wrap up some of my stuff relating to Construct 2, I got back to this plugin finally finishing it. There's a few neat additions and fixes, enjoy! However this topic is ages old now and can't be replied to anymore, so you can find the new topic in the regular addon section: https://www.construct.net/en/forum/construct-2/addons-29/plugin-menu-aid-172349

    New version 1.0

    Changelog:

    • Added append string for item properties
    • Added columns for menus
    • Added X offset for menus
    • Changed some descriptions
    • Fixed issues with number type properties
    • Fixed spawning items not triggering On Created

    Download plugin:

    https://pixelrebirth.itch.io/menuaid

  • You might want to look on the store. There was a few game templates for match 3 type games that you could purchase.

    First of all you might want to check out a few plugins and examples freely available here on the forum:

    https://www.scirra.com/forum/bejeweled-plugins-demo_t78318

    https://www.scirra.com/forum/plugin-jmatch3_t116977

    https://www.scirra.com/forum/matching-more-than-3-sprites-gem-matching_t69510

  • PixelRebirth

    A Match-3 demo capx, using PixelRebirth's much overlooked jMatch3 plugin.

    screenshot-

    https://drive.google.com/open?id=0B4jH2 ... y1VaVFobWc

    Rar file-

    https://drive.google.com/open?id=0B4jH2 ... EpyMG5Gczg

    Good example! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Easier to see what's going on when the game is running in this than in my original one.

  • PixelRebirth

    Yes, i am using this configuration.

    Well, I guess since lerp moves in increments that end up being incredibly small and you're forcing the game to stick to integer positions... there's your problem

    You could have smooth movement of course by disabling pixel rounding, but that won't look pixel perfect anymore as I'm sure you are aware.

    Didn't entirely read what 99Instances2Go said, but I'm sure there's merit to it. You could indeed try to have lerp jump to it's actual (rounded) target position when the difference is reasonably small. I've done some similar things in the past.

  • Few questions: I'm correct to assume this uses point sampling? And do you have pixel rounding enabled by any chance?

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  • You could use an array (width 0) and push all all the animation names along X. Then pick a random one (Array.At(random(Array.Width-1))) and delete the element after that.

  • > Awesome update! Now there should be no more unavoidable tedium in using Spriter animations together with effects. Thank you lucid!

    >

    Is this in regards to the last update? If so, would you mind elaborating what you mean by that? Sorry for the bother, just interested since it's not clicking right now. Thanks~

    Oh, I was just referring to what mudmask initially brought up...

    > lucid - thanks again for your help. I will definitely be emailing you an SCML file soon. One quick question - is there any way to apply webgl effects to spriter objects? prior to using spriter, my enemies would flash red when getting damaged using the tint effect, which was applied to all enemy families. is there a similar way to do that using spriter?

    >

    Seconded! I can't seem to think of a handy way to do this either without referring to the automatically created families of sprites for each spriter object... which could easily mean some quite redundant events.

  • Awesome update! Now there should be no more unavoidable tedium in using Spriter animations together with effects. Thank you lucid!

  • lucid - thanks again for your help. I will definitely be emailing you an SCML file soon. One quick question - is there any way to apply webgl effects to spriter objects? prior to using spriter, my enemies would flash red when getting damaged using the tint effect, which was applied to all enemy families. is there a similar way to do that using spriter?

    Seconded! I can't seem to think of a handy way to do this either without referring to the automatically created families of sprites for each spriter object... which could easily mean some quite redundant events.

  • PixelRebirth

    It might have a bug while using multiple noisejs objects.

    Here is a test case. There are 2 noisejs objects, the seed of each noisejs object are different. But the generating results looks the same.

    It seems that there is only 1 seed object in this plugin, so that all noisejs will use the same seed.

    Oh, thanks for catching that. Haven't looked in here for a while. Very cool example you posted earlier by the way!

    The problem seems to be with how dependencies work, which I didn't really consider.

    I think even I can fix it quite easily by handling the runtime a tiny bit differently. Expect a small update very soon!

PixelRebirth's avatar

PixelRebirth

Member since 26 Mar, 2008

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