R0J0hound's Recent Forum Activity

  • For the shield you could use the canvas object. Look at the example here: http://www.scirra.com/forum/viewtopic.php?f=16&t=971

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  • 1)

    Resize window

    Objects needed: Window

    -> Window: Set size to (320+Window.Width-DisplayWidth, 240+Window.Height-DisplayHeight)[/code:dgxwbn3d]
    replace 320 and 240 to whatever size you want.
    
    If the Window properties option "Caption" is unchecked then you can simplify it to:
    code]-> Window: Set size to (320, 240)

    Center window

    Objects needed: Window, SysInfo

    -

    > Window: Set position to ((SysInfo.GetScreenWidth - Window.Width)/2, (SysInfo.GetScreenHeight - Window.Height)/2)[/code:dgxwbn3d]
    
    2)
    [b]Alternative Fullscreen[/b]
    Objects needed: Window
    Do this: uncheck the window properties option "Caption"
    and use this event:
    [code:dgxwbn3d]+ System: Start of layout
    -> Window: Maximize window
    [/code:dgxwbn3d]
    
    3)
    Construct is not limited to 32 directions, you can have as many directions as you like.
    Click on a sprite and goto the animation tab.
    By default there is only 1 angle: "Angle: 0 (Right)"
    right click on that angle and select "Add new angle"
    You can select an angle from the dropdown or just type in whatever angle you want (repeat for as many angles as you need).
    For 32 direction that would be an angle every 11.25 degrees.
    At runtime the sprite will automatically lock to the closest animation angle.
  • It's not a bug, the Grid movement with "player controlled" checks if the sprite can move in a particular direction by checking if the sprite overlaps any solid at it's destination. If no collision is detected the sprite will move without checking the in between positions for collisions.

    I whipped up an example on how to overcome the problem using the "Manual" mode of the grid movement and checking 1 pixel away before movement:

    http://dl.dropbox.com/u/5426011/examples/grid.cap

    req 0.99.84

  • You can also use unique names for each animation and select one randomly like so:

    -> Sprite: Set animation to {"die","brutal","ahhh","rip"} @ (random(4)+1)[/code:3dr39l0j]
  • [quote:36bguidd]I wouldn't use "Timer equal to", because it is not guaranteed that you will catch the exact moment of 10000ms

    Actually go ahead and use "Timer equal to" because according to construct's source, this:

    +Timer equal to 10000
    ->your actions[/code:36bguidd]
    Behaves exactly the same as:
    [code:36bguidd]+Timer greater than or equal 10000
    Trigger once
    ->your actions[/code:36bguidd]
  • A cap file is always more useful than a picture. The events look sound, except for the "Every 1 milliseconds" conditions (remove them, they aren't necessary). I made my own cap file with the same 4 events and it works fine for me. What does it do in your cap? You said it doesn't work. Does it do nothing or does it only partially work? I need more details.

  • Citnarf

    If you simply want to have the time from the start of the application you could use the system expression "Timer", which gives the total elapsed milliseconds. Then to split it up into minutes, seconds and milliseconds, use the following formulas:

    minutes:		floor(Timer / 1000 / 60)
    seconds:		Timer / 1000 % 60
    milliseconds:	Timer % 1000[/code:rjzpz98p]
  • This is what I did:

    Set Application Properties->Eye Distance(3d) to 500.

    Enabled "3d Layering" for the 3d layer.

    For both the 3dbox objects I set the "Rise scale" to 1.

    Set depth of Wall3d to 64.

    Erased front face of Sprite3d.

    On event 2, the actions for setting 'distance', X and Z were adjusted.

  • HackMan128

    Here's a corrected version of David's example that works in 0.99.84:

    http://www.scirra.com/forum/viewtopic.php?f=16&t=6459

  • Here's the original forum for David's 3d maze example:

    http://www.scirra.com/forum/viewtopic.php?f=16&t=1832

    And here's a tweaked version that works with the latest version of Construct (the numbers needed to be adjusted).

  • You could make a batch file and use commandline tools to do it. There are many different commandline tools you can use.

    This commandline utility looks pretty good:http://www.programmersheaven.com/download/41236/download.aspx

    Example batch file:

    @echo off
    rem seach and replace batch
    set myfile=main.cpp
    ssr 0 "birds" "cows" "%myfile%"
    ssr 0 "foo" "bar" "%myfile%"
    set myfile=
    [/code:1tc3vuwi]
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R0J0hound

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