scidave's Recent Forum Activity

  • mary Jane

    As Ashley said, the MOD object should play them if it is truly a module format (which .xm should be). Wiki link: https://sourceforge.net/apps/mediawiki/ ... MOD_Object

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  • I'm working on a little adventure game/Construct tutorial using the planet cute graphics. It will show how to do all sorts of cool stuff with Construct like RPG dialog, inventories, combat, layout transitions, etc.. Here is a link to an early screenshot:

    http://www.box.net/shared/neu4qjtyr0

    <img src="http://i31.tinypic.com/2w3pd3d.jpg">

    I must be a noob because I can't figure out how box.net lets you directly link pics into the post....

  • awesome!! That's really cool. Nice graphics too.

  • Absolutely cool! It's amazing what things you guys can build with Construct.

  • It's working now, but if I run into complex problems like this in the future I'll post a cap. Should save a lot of confusion! Thanks again for all of the replies!

  • I finally got this to work. Thanks for all of the input guys. I swear there is some weird intermittent bugs that were making this harder, or I just was working on it too long. For example, you would think that the following would place the player in front of the ground:

    If Player overlapping ground

    • Place in front of floor

    That actually put the player behind the floor!!

    Separate layers wasn't an option because for example the same tree had to appear behind or in front of the player depending on if the player approached the tree from the top or bottom.

    A side effect of what I was doing before was causing the order of the player to move behind the floor. The new solution doesn't have that problem. Placing the floor beneath the player didn't work in the earlier case.. it ended up causing this crazy rippling effect in the tiles.. pretty cool actually.

    So what ended up working was:

    I changed all of the trees, walls, rocks to sprites.... left the floor as tile background. Put each in families, terrain and floor. Then..

    ---------------------------------------------

    Start of layout: Send player to front

    If player overlapping at offset (0,100) place player behind terrain

    Else Send player to front

    ----------------------------------------------

    No other combination worked... so simple I'm kicking myself

  • I don't think I can automatically reset all sprites. The reason is because of the tileset

    I'm using. To give the appearane of 3d the tiles can interlock with any others. So some water, or grass sprites for example, will be lower z order than others.

    If I was to automatically reset them there would be no way to know which water sprites would go ontop

  • This is probably another embarrassingly easy question, but I've tried to fix this for an hour to no luck.

    Here is the problem. I have the player and all other sprites all on the same layer. They need to be on the same layer because sometimes the player will appear behind trees/walls and other times in front of them. I have the event logic to handle that. What is not working is the stupid ground tiles are appearing above the player. I can't send the tiles to the back because of the way I have setup the layout, it would be a pain to fix. I've tried everything I can think of.. putting the ground sprites in a family and then saying "send player to front of family".. doesn't work. That actually made it worse and made him appear behind some of the tiles!!

    I also tried a simple send player to front at the start of the layout, but I have a feeling that that only sends him to the front of the current tile he is on.

    What is an easy way to get the player to always appear in front? ... with of course the ability like I am doing to put him behind trees and stuff like i'm doing.

  • That would make a lot of sense wouldn't it.

    Looks like it works fine now.........

  • I have a simple setup. I have four sprites. Two are identical copies and one is a completely different sprite. The fourth is the player. I added the two copies into a family. Then in the family manager I added the third sprite. I thought added a condition against the two sprites such as:

    +player overlaps at offset (0,-100) with sprite

    - place player in front of sprite

    The above works for the copies, but when I overlap the third sprite nothing happens. Shouldn't a sprite in a family respond to a trigger on any other sprite.

    Has anyone had a similar problem?

  • > You can always type the desired size in the object's properties.

    Yeah, that's what I ended up doing. Just figured there was something I was missing. I was trying to use Tiledbackground since it is supposed to be a lighter memory footprint. It sure it painful to resize all the objects though.

  • Yes, what Madster said... My description was practically gibberish.

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scidave

Member since 4 Jul, 2009

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