akaja's Forum Posts

  • I am trying to create trails with shot objects. The shot objects will have trails behind them. They are basically Sprites, nothing more.

    It works fine with event sheet, but it does not with python script.

    <img src="http://s8.postimage.org/yedo99io5/Trail_Test.png" border="0" />

    If you hold left click, you will have constant stream of shots with trails object. (I use MouseKeyboard.AbsMouseX and MouseKeyboard.AbsMouseY)

    However, if you right click, shot objects will be created via Python script. Yet, the trail objects will not appear from these shots UNLESS the user stop holding the right click.

    What is going on here in Python script?

  • Currently I am having trouble with placing else in the event sheets, especially when I try to connect the else with the right condition.

    For instance, take a look here:

    <font face="Courier New, Courier, mono">

    if (user press Z){

    if (weapon is 1){

        if (user press UP){

          //shoot up

        }else if (user press DOWN){

          //shoot down

        }else{

          //shoot forward

        }

    }else if (weapon is 2){

        if (user press UP){

          //shoot up

        }else{

          //shoot forward

        }

    }

    }</font>

    Something like that. This is just one fraction of something bigger. There are more ELSE but placing these ELSE are quite a pain. It is very hard to snap them in the right places. Are there easier ways to deal with placing ELSE?

  • Imagine a game where there are 2 teams and these 2 teams have the same properties, like those in RTS. Both teams have the same weapons that can damage each other the same way, etc.

    What kind of approach should I go for if I am going to do this in Construct Classics?

  • You need to be a bit more specific with your requirement there.

    But if it's just a game to be played on one computer only, then I will simply write all of the user information into files.

    When you double-click on any layout, you see Data & Files section? You can use Binary object to write data into the files on your computer.

  • If you want an object to move like that, you might want to go for bullet behavior and set direction and speed.

    Is this what you are asking for?

  • Is it possible to retrieve the speed variables of the Platformer behavior for an object?

  • OK, sorry, I was searching the incorrect word.

    I should search for "Include Event Sheet" instead of "extend". All right.

    This works: scirra.com/manual/82/includes

  • Is there such functionality in Construct?

    For example, in LayoutStage1, I want it to have EventSheetStage1 and during the runtime, either MarioActionEventSheet OR SonicActionEventSheet will be invoked. Something along this line.

    Imagine a stage where you can choose between Sonic and Mario, all of the stage's events will be in EventSheetStage1, while Mario's action will be in MarioActionEventSheet and Sonic's action will be in SonicActionEventSheet.

  • Currently, I am thinking of having a hitbox or a mask for a player character, then having multiple character objects defined. But only the character that the player select will be created at startup of the layout. The variables such as each character's speed, power, etc. will also be transferred to the mask object.

    For the event sheets, all of actions will be there, and will look like this:

    event keyAttack is press,

    • subevent: all character A object, do certain something.
    • subevent: all character B object, do certain something.
    • subevent: all character C object, do certain something.

    This is what I have in mind, but I want to hear from the community regarding this problem as well.

  • In a game, like Super Smash Brawl, where you can select and control many characters, how should I design my event sheets for having multiple characters who share the same basic controls? For instance, all of them can move around and jump, sharing the same basic movement. This is clearly a call for platformer behavior. But what about other actions, for instance, like in Super Smash Brawl, we have Mario's action set, Link's action set, Sonic's action set, etc. All of these trigger different things.

    Back in the old days, I would go to see some possibilities of appropriate design pattern, but now, with Construct, I am not sure the appropriate design pattern for event sheets in this case. If I am going to do something along the line like multiple characters in Super Smash Brawl, how should I approach this problem?

  • Wowzer. Now, I feel so stupid. Thank for the quick reply, sir. ^_^

  • Talking about the animation frame speed for tiles, I see that scirra.com/tutorials/253/how-to-make-a-platform-game/page-2 is for Construct 2, but for Construct 1, normally how can we do this?

    How to set all frame speed (for a sprite that used tiles) to 0? Because every time I set it to 0, it always bounce back to the previous value. Any other value is fine, but not 0.

    If this isn't the way to go,

    How do we do this in Construct Classics? How can we create only one object that has many frames but frame speed is 0?

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  • I used a laptop with secondary display attached to it when at home. Construct 2 works fine with 2 screens, however, there is a problem:

    The program remembers the position of sub-windows such as "Add Event" and "Insert New Object". This is fine unless you have these windows on the secondary display and you removed the secondary display and whenever you request for these sub-windows, Construct 2's main window will appear as it has frozen (but not gray out) and you cannot interact with it at all. In the task manager, the program is still considered "responding", because the sub-windows' positions are off-screen. To fix this, I have to reconnect the secondary display, and drag these sub-windows back.

    It's true that some other programs have this problem, and sometimes this trick works fine. But it does not work with Construct 2's sub-windows. Also, alt+tab does not display these sub-windows.

    As of the current version, in this situation, without a secondary display, is it possible to drag these sub-windows back? If not, then could you please fix this? :)

    Keep up the good work sir. :)

  • I used to write my own C++ game from scratch, and I used some data structure such as Quadtree, when there are many objects to speed collision checking up.

    So I am wondering, how does Construct 2 manage collision technically?

  • While Construct's powerful features lie in its simplicity in behavior setting, and although defining your own complex behavior is possible, drag and drop, carving for your own behavior, can be a bit of a crawl. If we can have some sort of mechanism that allows us to "create the program" via either "drag or drop" or "writing code" interchangeably, this should provide more productivity.

    I'm impressed with Construct so far, but creating a smarter AI with respect to the game's features via drag and drop take a little too long to implement.

    So this is just my suggestion. Keep up the good work, sir.