Arima's Forum Posts

  • In the example I wrote, no. There's no event to activate the group at all. I'm sure you meant in the game I found this with, but the example shows what I mean. In the game I'm working on, the events to activate that group are later in the group that's supposed to be deactivated, so they shouldn't run.

  • Is this how it's supposed to work? It seems conditional: mouse clicks in a group of events won't run after a 'deactivate this group' command is run, but if an object collides with another object in a later event after construct has been told to deactivate the group, the event still runs. Such as:

    Group 1

    Always set sprite y to sprite.y+1

    Sprite overlaps sprite 2: System: Disable group "Group 1"

    Sprite overlaps sprite 2: Sprite: rotate 10 degrees clockwise

    ...the sprite still rotates. I would prefer construct stops running events in a deactivated group, rather than continuing through and deactivating upon the next run-through.

  • Thanks. I realized the other day that there's even a way to properly angle the lasers to get them traveling through 3D space. If the 3D object gets made, I'm tempted to make a starfox clone myself.

  • Yeah, that's a known bug I think - I had heard other people were having issues with the textures on boxes changing to other images used by sprites as well, so I didn't bother with any textures except the lasers.

    And yeah, I noticed that other one too, but what can I say, it's a proof-of-concept. It took me a half hour and was meant to show what is possible rather than be an actual game.

  • Thanks I really believe that construct has a lot of potential in the 3D area with somewhat minor enhancements.

  • I have to disagree. I think simple 3d games can be made in construct and quite well with only minimal new features. Try this demo I whipped up:

    Wasd to move, space to shoot. Apologies for the low res earth - had to keep the file size down to upload it to the board.

    All that's needed to make an actual starfox game is the ability to display 3d models, move them more acurately through 3d space (like a 3d bullet movement for the lasers and to steer ships), 3D collision detection, and a real 3D camera (everything is faked in that example). I could have even done without the 3d collision detection and used detector boxes and checked the Z position to check if the lasers hit the cubes, but didn't bother, because it's mainly to show what could be done.

    And I made that in about a half hour, and could have done it quicker. True, it's no crysis - but it looks cool and could be fun, and construct can already almost do everything needed for a complete version. I honestly believe if I spent some time on that, I could get a 3D starfox clone going that would be entirely playable with construct as it is right now. It wouldn't LOOK like starfox - but it would play like it.

    (Captainoblivious, this was inspired by your efforts.)

  • For the 3d thread.

  • I would try using the bullet behavior. Shoot a bullet from the turret, use instant hit. Upon hitting a wall, set the x/y coordinates to private variables in the laser. Then then set the length of the laser by geting the distance from the laser's point of origin to the xy you set earlier.

    Admittedly, I haven't tried this, but it should work in theory.

  • I generally use a timer. Insert a global variable named 'timer' and in the event sheet make an event:

    If global variable 'timer' is greater than 0, subtract 1 from global variable 'timer'

    and in each event

    If global variable 'timer' is equal to 0

    and in the actions after clicking

    set 'timer' to 2

    I don't know about using the else command though.

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  • True, it at least points to the fix.

  • Good point. Maybe it's better to stick to using a private variable.

  • I would mention garageband, but you need a mac. Works great, tho.

  • This isn't exactly the optimal method, because if you need to rename it later, you have to recreate the animation. But it works. Mostly.

    Create a new game, insert a sprite. Close the image editor. Click on the animator tab, then right click on 'angle' under the animation name 'Default'. Click remove. Right click default, click add new angle. Click add on the box that appears.

    Then, before adding frames - that's important - Click on angle under default again, and look in the properties panel. What's that? Another animation name! The one that construct actually uses and that shows up in the debugger. Enter the animation name you want, then go about importing frames.

    The conditions "if animation "animationname" is playing" will work again. Unless you use numbers in the animation names, which for some reason get ignored at runtime ("attack1" reads back as "attack").

    You have to set the animation name before importing the frames, because that's the only time the box is accessible. It's the angle names that are returned, not the animation names.

  • Drat.

  • I used to use Modplug. Haven't tried it in years, but it does basically what you're describing via .mod, .s3m, etc.

    http://www.modplug.com/