AmpedRobot's Forum Posts

  • Having trouble finding code.

    Need to be able to enable and disable groups of events (not by clicking while editing), but as code.

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  • Revised link that actually works:

    Link

  • Hi.

    I can't for the life of me figure out why this doesn't work.

    http://www.darksunpictures/public/Touch_Movement.jpg

    I'm trying to limit player movement, so it stays within my custom boundaries, so I don't have to use the default "Bound to Layout" behavior.

    I was able to do this with custom keyboard controls, but having a bit of trouble with the touch controls.

  • Thanks.

  • Link to .capx file (required!):

    darksunpictures.com/public/2D Space Shooter.capx

    (hit ignore a few times; it is 1 file)

    Steps to reproduce:

    1. Try running the file.

    2.

    3.

    Observed result:

    darksunpictures.com/public/Shader_JS_Error.jpg

    Expected result: Was trying to replicate scroll code, so copied it from file darksunpictures.com/inf_map3.capx; only looking for plus 1 pixel infinite scroll left and right about 15% from each window edge; this is slightly different code, but should still work? As far as I know the inf_map3.capx only used the Function and Array plugins, none of which are referenced here

    Browsers affected:I only use Chrome Version 28.0.1500.72 m

    Operating system & service pack:Windows Vista Ultimate 64-bit Service Pack 2

    Construct 2 version: r138.2

    darksunpictures.com/public/2D Space Shooter.capx

  • Thank you very much for replying.

    And you're right. They are not scrolling, just wrapping.

    The only problem with this is fairly high overhead (I think).

    I read somewhere in another post that using Scroll To (to make everything scroll at once) is better than updating lots of objects' positions?

    I just hope I can find that example and modify it appropriately as I'm still pretty new.

    If I can figure out the scrolling, I think the rest should not be that hard.

    Some sort of if/then condition to check if scrolling initiated and another random star line on side w/ enemy.

    But I guess it would have to check every so often pixels based on the size of the enemy sprite to avoid spawning needlessly and then destroy if outside layout? Or better persist, so there's continuity if one decides to re-scroll back.

    The trick is doing it efficiently. As I'm pretty new to Construct 2 logic, I'd probably botch it up with too many if/then statements.

    Someone posted a really neat infinite map in ALL directions (not just side to side) which spawns persistent backgrounds, but some of the coding is at present beyond me.

    Maybe I can figure out a modification from that if it is a permitted player behavior.

  • Hi, guys.

    Yet another nobby question, but maybe someone will deign.

    Trying to figure out the built in template in Construct 2: Vertical Space Shooter.

    I really like the way the random stars are programmed (very low overhead as opposed to random, seamless tiled backgrounds scrolling I planned earlier).

    1) Can someone explain why the sprites are automatically pointed up? They are drawn in horizontal orientation and there seems to be nothing in the code. Is this some sort of automatic feature when layout height is greater than width?

    2) More importantly, trying to figure out how to modify that template for infinite scroll left and right (maybe 15% off each edge or rather with the scroll starting when the player sprite is about 15% from left or right edge). I'd want the star scrolling to continue seamlessly and also the enemy spawning to continue infinitely when panning left or right.

    This would be a really cool modification. I could figure out the rest as I've gone through a number of code samples.

    The way I understand it we have the bound to layout behavior which does enable scroll, but only for larger backgrounds? And bound by edge, but I figure this should not be too hard for someone who's at least on the intermediate level.

    This would basically allow me to focus on the design aspect instead of wrecking my brains.

    If not, I'll keep trying.

  • Yup, thank you.

    I did figure it out yesterday.

    Basically noticed you can double click on existing conditions to figure out the code.

    A bit of egg on my face, but I'm ready for more. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Sorry.

    Shameless bump.

    Anyone?

    If it wasn't clear, I basically have no idea how to code:

    System-> Player.Count=0

    I looked at every function available under system and nothing matches, so how would I replicate this in the event sheet?

    It's not a global variable, so must be something built in.

    Pure noob question, just no idea what I'm missing.

  • Scratch Part 2, just found the Advanced Events tutorial.

  • Hello everybody.

    I'm new to the forums (first real post), but been lurking and reading for weeks.

    Going over the Ghost Shooter tutorial and the provided version with extra doodads, I couldn't figure out how to replicate the code for:

    1) System->Player.Count=0

    Via what function/how is Player.Count accessed?

    2) In the following code sample:

    <img src="http://www.darksunpictures.com/public/Test_Code1.jpg" border="0" />

    The system condition with player count is a sub-event which automatically seems to function as an AND condition. Is this the only function for sub-events? Can they run chain style or as an OR or IF? What would be the code examples?

  • Thank you.

    Fantastic.