R0J0hound's Recent Forum Activity

  • Move "SoundOff: send to front" from event 14 to the end of event 13.

  • I didn't open your file since it's a exe, but it sounds like an issue that occurs with GTX graphics cards and loading non power of two sized png images.

    See this topic:

  • Opps, I was misreading 0/2 as 1/2. At any rate it is a bug, and will be fixed next version.

    If you can find any other expression related issue I can try to fix those too while I'm in there.

  • You can use a variable to to achieve that. Pick the sprites around the first selected sprite and set their variable 'select' to 1. Then for the second selected sprite do the same but check if 'select' 1, if it is then that sprite is overlapping both originally selected sprites.

    + Sprite: Value 'foo' Equal to 1

    + Sprite: Sprite overlaps Sprite

    + Sprite: [negated] Sprite: Value 'foo' Equal to 1

    -> Sprite: Set 'select' to 1

    + Sprite: Value 'foo' Equal to 2

    + Sprite: Sprite overlaps Sprite

    + Sprite: [negated] Sprite: Value 'foo' Equal to 2

    + Sprite: Value 'select' Equal to 1

    -> Sprite: Set filter to Black

    You will need to set 'select' back to 0 every time you change what 2 objects are originally selected.

  • Um, that's not a bug, it's by design. There are 4 expressions to convert a floating point number to an integer: ceil, floor, round and int.

    Ceil rounds the number up to the nearest integer.

    ceil(0.1) =1

    ceil(0.5) =1

    ceil(4.9) =5

    Floor rounds the number down to the nearest integer.

    floor(0.1) =0

    floor(0.5) =0

    floor(4.9) =4

    Round rounds the number down if the decimal part is less than .5 and up if it's greater than or equal to .5. It's just your basic arithmetic rounding.

    round(0.1) =0

    round(0.5) =1

    round(4.9) =5

    Int acts just like floor, it basically just discards the decimal part.

    int(0.1) =0

    int(0.5) =0

    int(4.9) =4

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  • [quote:26nwwj7w]I added a mp3 file in musics and a wav file in sounds.

    The "music" and "sound" folders are not used. Any files you want to include need to be put into the "files" folder.

    The cap file only stores the address of the file. The files are only embedded into the exe when exporting.

  • [quote:28d59hxy]Still having trouble figuring out how to use that now to pick the sprites overlapping those two sprites while excluding the two sprites themselves.

    Add Sprite to a family such as blue

    Then do something like this:

    + Sprite: Pick by 'foo'=1 or 'foo'=2

    + Sprite: overlaps Blue : offset (0,0)

    + Blue: Pick by 'foo'!=1 and 'foo'!=2

  • [quote:h8vc3r33]What's going on?

    The OR condition has issues.

    Use the "Pick by evaluate" condition and the "or" expression.

    Type something like this for the expression:

    Sprite.Value('foo')=1 or Sprite.Value('foo')=2

  • Here is a way to implement a menu bar with python.

    <img src="http://dl.dropbox.com/u/5426011/examples5/menu.PNG">

    http://dl.dropbox.com/u/5426011/examples5/menu.zip made in CC r1

  • Try the py2.zip download again, I updated it with some dlls it needed.

  • The 3d object uses the Assimp library so it supports all these formats:

    http://assimp.sourceforge.net/main_feat ... rmats.html

    I'm especially intrigued by the .blend file support.

  • When you load a frame with the sprite object it changes the frame of all the instances of the sprite because they all share the same image. It may be helpful to use the TiledBackground object since it can have a different image per instance.

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R0J0hound

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