R0J0hound's Recent Forum Activity

  • [quote:1hdneyrp]Problem 1 is the player will occasionally land a pixel or 2 inside of the platform.

    One solution would be to not use "Custom Movement" and just move the Sprite manually.

    Use "overlapping at offset" to check if it will collide after the next move. If it doesn't, move it. If it does then do a loop moving 1 pixel at a time in the direction of motion until it is right against the obstacle.

    [quote:1hdneyrp]Also, you will see in event 2 that I round the player's x and y positions every tick. I did this because it results in smoother movements and scrolling, and is essential with such a small resolution. Problem is, now the player won't move at all when I use unlimited framerate mode.

    Unlimited framerate makes tiny steps in position, which end up getting rounded away every tick.

    For example.

    say Player's X is 100 and horizontal speed is 50 pixels/sec.

    newposition = oldposition + speed * time

    Vsync 60 fps, time=1/60 sec

    newposition = 100 + 50 * 1/60

    =100.83 which rounds to 101

    Unlimited ~ 900 fps, time=1/900 sec

    newposition = 100 + 50 * 1/900

    =100.05 which rounds to 100. No motion.

    Here is your cap modified with a no behavior approach:

    http://dl.dropbox.com/u/5426011/examples4/nobehavior%20platform.cap made in 0.99.97

  • The "OR" condition can cause crashes in some situations.

    There are 4 places where you are using OR that is causing the crash on restart.

    event sheet: Mario Movement2

    group: Items

    event 111

    group: enemies\mario damage

    event 30

    event sheet: Mario Movement

    group: ground

    events 14,108

    If you disable those events it won't crash anymore. You'll have to rework those events.

  • For "On Control Released" an inverted "control is down" condition with a "trigger once" should work.

    "On Any Control pressed" has to be done manually by checking each one.

  • Experimental cap to C2 converter alpha

    It takes a cap file saved in 0.99.96 or later and try's to convert as much as possible to a Construct 2 (build 30) project. There are many differences between Construct 0.x and Construct 2, so only features common to both can be converted. Anything else will just be ignored.

    It's alpha because I haven't tested it with that many cap files, so there is probably many unsupported cases that will cause a crash.

    Objects converted:

    Sprite, Text and Mouse&Keyboard.

    Download:

    http://dl.dropbox.com/u/5426011/utility/capConverterAlpha1.zip

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  • When you use "Autoplay resource" the resource will be assigned to the next free channel. You are only stopping channel 1. A solution would be to use "load resource" to assign the sound to channel 1.

    EDIT:

    Here's an example for a more correct pacman movement.

    http://dl.dropbox.com/u/5426011/examples4/pacman.cap made in 0.99.97.

  • A few aspects of families got fixed in 0.99.97. It seems to prevent the problems caused by adding and removing variables in families. At least in my tests.

  • [quote:62jiqqkk]Is it supposed to rotate the screen?

    Yes it rotates the screen, but you need to have "unbounded scrolling" enabled for that layout for it to work.

  • [quote:8n61c3k8]-How well does C99/C2 handle having a game take place on a single incredibly large, non-linear 'playfield' rather than having it chunked up into levels?

    They can handle it but like any other game creator the performance may bog down if there are too many objects at one time. A solution would be to destroy objects far from the screen, and create them as they get close, thus reducing the total objects to be processed at any given time. It would be a similar solution for most if not all other game creation programs, as it would be pretty game specific.

    [quote:8n61c3k8]-How well does C99/C2 handle a playfield that isn't easily broken down into squares/rectangles?

    They should do fine, objects can be positioned anywhere and be of any shape, they aren't restricted to a grid.

    [quote:8n61c3k8]-How is making a Sonic-type engine easier in Construct than in MMF2/Game Maker 8.1, if both of those systems already have full-featured, free-to-use Sonic-type engines available for use?

    The process is basically the same, but I've found Construct to be much easier to code with than MMF or Gamemaker, both of which I have tried in the past. If you haven't done so already I recommend doing some tests in all 3 programs (MMF,Gamemaker and Construct) and make your own determination which is easier to use.

  • [quote:1j0lo5kz]So I assume that when you have the action "Play Sound", it works much like the "App Path" thingy C.X had? Or do I have to make the project as a file, and then put the sound in that file? -Sorry if that's confusing-

    The sound files are relative to the html page of the project when you preview or export. I haven't figured out a way for the plugin to find the sound files if they are in the capx file or project folder. It is only really usable when you export the project, and copy all your sound files to the same folder.

  • For the python bit, change it from this:

    Text[1].Text = "This is a test"[/code:33d0t2mh]
    to this:
    [code:33d0t2mh]SOL.Text.Text = "This is a test"[/code:33d0t2mh]
    
    SOL stands for selected object list, and is mainly useful for accessing objects just created it that event.
    
    You can avoid python altogether in this situation.  Just use the Set Text action in that event.  The newly created text object will be the only one affected.
  • The System Compare Time condition isn't implimented in the runtime:

    Assertion failure: Condition method 'CompareTime' appears to be missing, check ACE table names match script names[/code:1c6vnayk]
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