R0J0hound's Recent Forum Activity

  • 1. You can load the png into a sprite which has pixel perfect collision.

    I don't quite understand what you mean by having part of the player sprite underneath, but you can change the drawing order of sprites with "Send to Front" and "Send to back" actions.

    For multiple collision boxes you can use another invisible sprite and always set it's position to the player sprite.

    2. Change the drawing order of the enemy sprite with the "Place behind another object" action.

    Collisions can occur even when objects aren't visible.

    3. Here's a behavior that you may find useful for that:

    http://www.scirra.com/forum/viewtopic.php?f=2&t=5693

  • Unless you put the python script as a sub event of "Start of Layout" it will be run on the first frame. Everything under "Start of layout" will be run before the first frame. So "Word" doesn't have a value at the start of the layout, hence the error.

  • The simplest way that I can think of would be to just use a hashtable, with no private variables.

    Just setup the table like this for each object you want to get the name of:

    + System: Start of layout
    -> HashTable: Insert key str(Sprite.OID) with value "Sprite"
    -> HashTable: Insert key str(Sprite2.OID) with value "Sprite2"[/code:2ad5ng9p]
    
    Then you can retrieve the name later with the OID of the object:
    [code:2ad5ng9p]-> Text: Set text to HashTable (str(Sprite.OID))[/code:2ad5ng9p]
  • Cool, needs an erase though.

    Art:

    {{334,313},{340,338},{356,360},{368,379},{389,392},{416,366},{438,346},{454,325},{473,302},{480,272},{479,247},{449,237},{423,222},{394,233},{359,250},{374,233},{343,269},{338,292},{273,196},{289,181},{290,153},{298,115},{299,126},{321,112},{342,105},{356,100},{382,103},{391,123},{419,137},{437,121},{442,107},{427,83},{392,65},{407,77},{369,47},{337,40},{309,37},{279,43},{253,53},{222,65},{206,79},{186,96},{168,116},{148,137},{137,165},{133,194},{124,221},{130,243},{136,276},{143,308},{165,331},{186,355},{209,381},{224,389},{213,357},{229,328},{244,309},{235,284},{213,255},{221,223},{241,199},{282,194},{299,167},{264,206},{139,257},{403,372},{193,325},{191,288},{159,265},{191,210},{154,197},{207,181},{174,169},{192,134},{206,153},{234,153},{256,166},{264,112},{234,124},{209,103},{252,86},{305,75},{282,92},{334,68.9999847412109},{363,75},{373,277},{403,298},{423,308},{443,285},{420,258},{396,266},{363,307},{394,319},{406,345},{378,341},{459,258},{459,223},{435,223},{219,303},{167,306},{199,232},{173,239},{154,223},{195,271},{263,140},{412,105},{0,0}}@loopindex(106)[/code:2wvcgqzk]
  • If you are using python you can remedy the problem by running a python script at the start of the first layout you run to initialize python. It can be simple as -Run Script "". Construct currently only initializes python when the first python script is run.

  • Uncheck "Enable Scripting" to eliminate the crash. The crash is from python not getting initialized and 700 objects getting created. This will be fixed in the next release.

  • zeno,

    I was getting that error after installing the plugin. I checked the dependencies of the csx files and found that they needed D3DX9_43.dll, which wasn't on my system. I updated DirectX to get the file and It works now.

  • Updated the link again.

    • Added scrolling when the grid is bigger than 20x20.
    • Added row/column numbering.
    • Fixed the problem of not being able to type text larger than a cell.
    • Changed the color pattern of the grid.
    • And a few other minor fixes.

    EDIT:

    Change the grid colors, too many pastels

  • Glad you like it. I changed the link in the first post with the features you mentioned.

    • The window can now be resized.
    • The grid is checkered for better visibility.
    • When loading, empty grids will no long become 0.
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  • Here's a 2d array editor for easy creation and editing of arrays.

    http://dl.dropbox.com/u/5426011/examples3/ArrayEdit.cap made in 0.99.96

    Cheers

  • You could use the Tiled Background object with a power of two texture. Then just draw each frame in that texture like a sprite sheet. Then using a list of all the offsets and height/widths of each frame you could do arbitrary length animations.

    Here's a proof of concept using Ken from Street Fighter 2:

    http://dl.dropbox.com/u/5426011/examples3/ken.cap made in 0.99.96

    This is where I got the sprite sheet:

    http://s464.photobucket.com/albums/rr5/JayofThr33/Sprite%20Sheets/?action=view&current=Ken.gif&newest=1

    and I used Sprite Vortex to assist the creation of the animations:

    http://spritevortex.codeplex.com/releases/view/57003

    I didn't want to use the xml format spritevortex exported so I converted the data to simple lines of text.

  • Since the crash seems to be associated with a lot of objects, did the Application setting "enable scripting" accidentally get set? With it's set there will be a crash after 700 objects are created without any python scripts being used. It's a problem with python not getting initialized properly and should be remedied next release.

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R0J0hound

Member since 15 Jun, 2009

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