R0J0hound's Recent Forum Activity

  • Use a variable:

    Global number repeat_count=10

    -repeat_count=10

    -every 0.5 Seconds

    -> create Object

    -> subtract 1 from repeat_count

  • Here is the capx: http://dl.dropbox.com/u/5426011/bug/bug_toplevel_event.capx

    It occurs from r100 on and it relates the breaking change with object creation.

    When I create an object at the "start of the layout" and I create another "start of layout" below it I can't pick the object.

    start of layout:
    --- create sprite
    
    //isn't this a toplevel event?  The created object does not rotate.
    start of layout:
    --- rotate sprite 45 degrees

    It may be an issue with triggers because if I replace "start of layout" with "tickcount=0" it works correctly.

    tickcount=0:
    --- create sprite
    
    //The created object is rotated.
    tickcount=0:
    --- rotate sprite 45 degrees

    Also as a secondary issue it seems that groups act as empty events so that there never is a toplevel event in a group.

  • I got it backward, keep the ZElevation and Z distort less than 0 so that the object is mostly contained in it's bounding box. Another approach would be to always position the object at the middle of the screen and use "absolute displacement".

    s there a way to increase the screen size of drawing objects, but not the actual resolution.

    In construct it self, or even in python?

    OR can I edit the bounding box of a sprite, but not there actual height/width?

    No, you can only design around it.

  • Change the "start of layout" conditions in events 1 and 3 to a system compare "tickcount=0".

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  • xpressions to retrieve system date and time.

    There's a plugin for that:

    http://www.scirra.com/forum/plugin-system-date-and-time_topic45206.html

    he ability to take a snapshot of a part of the canvas rather than the whole canvas.

    The canvas object can do it with the "paste layer" action if you're not using webgl.

  • Objects are only drawn if their bounding box is on the screen, and the bounding box is always at a ZElevation of zero.

    You ca design your game so that the ZElevation of objects (and distort points) never go lower than 0, just shift them higher. You can also increase the project property "eye distance" if they are getting clipped by being close.

  • Here is a example that uses the canvas object. I made something similar in CC.

    https://www.dropbox.com/s/akiozmfy79ywscq/cut.capx?dl=0

    You will need to re-download the canvas plugin as I added some fixes to make it work.

  • I suppose you could do it with arrays but it's not necessary.

    Here's how I would do it:

    http://dl.dropbox.com/u/5426011/examples14/laserFilter.capx

  • You could do it like this:

    global text pattern=""
    
    Every Tick:
    --- set pattern to ""
    
    For each sprite:
    --- sprite is visible:
    ------ add "x" to pattern
    --- else:
    ------ add "o" to pattern
    
    //// cases
    pattern = "ooo":
    --- do this
    
    pattern = "xoo":
    --- do that
    
    ...
  • You need to set the angle of motion when you spawn the arrows or move event 12 to the very bottom.

    As it is now the arrows spawned in event 11 work because their angle of motion is set directly after they were spawned. The arrows spawned by events 23-24 don't get their angle of motion changed until the next frame, so they move to the right a bit and no longer have a X of exactly 60,150,etc...

  • It's probably better just to edit your post rather than add another, especially if in as small a time frame as 14 minutes.

  • mutuware

    That is by design. "rgbaAt()" gets the color on the canvas' texture, not the color at x,y on the layout.