Alacorn's Forum Posts

  • 5 posts
  • Has there been any progress on this? Assigning multiple Platform behaviors to an object didn't work for me (crashed the game at runtime, next to the fact that the solution is down right ugly :p ). I wanted to work on a game, where there's a score of different playable characters, and I'd like them to be playable by different controllers, and since copy and pasting code doesn't work well in construct, and since I'm not interested in copying and rewriting my movement control sheets for each player, and cloning the characters for each control... I also agree on the easier AI controlling with virtual button pushing for an AI.

    Would it be hard to change the platform plugin? (I haven't informed myself on plugin programming yet.)

    Lucid, what was the work around for the problem you had found?

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  • This is quite a nice effect. After trying to make a color replacer for up to ten colors (which didn't work since only 32 registers are allowed :p :/ ) I tried advancing this effect a bit:

    Color Over2.fx

    http://www.mediafire.com/?9a98km3w3g5hxz2

    What's been added:

    I spit the intensity regulator into three parts for each color channel. Further I added the effect of color inversion, also split up into three channels. Finally a color channel swap was added, which can swap all the values of the different color channels.

    There are quite a few new parameters, I admit, but the effect is really useful for all different sorts of recoloring.

    An additional fun thing thing about the effect (also with tulamide's Color Overlay) is that the values don't have to be between 0-100% . This might not be intended, but it's again quite useful in achieving nice color effects. This is as close as I'll get to color swapping, and it requires quite a bit of probing, but the recoloring possibilities are impressive.

  • I was wondering if the replace problem mentioned here was resolved. The same things happens to me whenever I try to replace a variable name in an action. All private variables used by objects in that condition and action are replaced by numbers and restarting construct doesn't resolve the problem.

    Having mentioned that I was wondering what the specific capabilities and deficiencies that find and replace option in the event sheet manager has. I look on the wiki and through the forums, but couldn't manage to find out (I'm also wondering, if maybe it's just me who has these problems).

    I also managed to find out how change object names in event sheets (which works by opening the file changing the object name in the layout manager and saving the cap under a new name. Then reopening the cap file I can copy and past the event sheet from the new cap file to the old and it works if there's an object which fulfills with the changed name in the old cap file... This method doesn't change object strings contained in actions.

    Sorry description might be a bit cryptic)

    So what should find and replace be capable of doing and what not? It would be nice to be able to easily rename certain instances (for example when I want to use similar codes for different objects and don't want to manually rename everything.)

  • I think I've encountered the a similar problem (so I think) with families and containers.

    I have families A,B,C and D and want to always set the positions of B,C and D to the position of A. Objects of the from families A,B,C and D are always grouped in a container.

    When I first tried this objects from different containers were positioned together in a mixed up manner (however still one object of family A,B,C and D each).

    However changing the Z order seems to solve this problem. I just made sure that objects in the same container are directly subsequent to another.

    It's a bit of a hack, but it could help people who have similar problems to the one I had.

    Families and containers have difficulties with one another.

    (I'd still like an object that could have other objects as private variables...)

  • The controls are still a bit buggy in the sense that pressing multiple buttons can cause undesired behavior. You notice this for example when jumping then whipping with Julius and not releasing the whip button until after you've landed on the ground. Or if the whip button is held, the jump animation becomes the standing or walking animation. These are small things and adding the right button release and ground landing functions should remove all of these.

    I haven't tried that much yet, but some things I've noticed:

    • you have to press up or down twice to change the direction you go through the switches with in the entry screen.
    • the first save point somehow didn't seem to work for me...
    • mana upgrades (the only ones I've found till now) crash the game (better said: I just might be to stupid to have the game continue, but I've pushed most every button :/ )
    • Sonic's slipping physics are so strong that it's highly disturbing to play with him... worse than any ice level in other games
    • vertically moving platforms make the character shake (shouldn't be to hard to correct if the platform forces characters on it to move or something... :/ )
    • music (but that was mentioned)
    • I still need to find out how I managed to produce the bug that made all springs stop working... pressing the whip button seemed to relieve the bug though... interesting glitch though...

    that's some problems for now.

    Personally I'd prefer Sonic's Genesis (like from sonic and knuckles) animations, but that's personal preference.

    Good proceeding on the project here. There's still a way to go, but things look promising.

  • 5 posts