Ashley's Forum Posts

  • Yeah, definitely a solid start. And SuperV, that's what I mean by process-based tabs - if one crashes only one tab goes down. But FireFox doesn't crash all that often for me, and if it does it's due to plugins (quicktime especially) - and it can restore tabs usually. So it's a nice feature Chrome has, but that's not quite enough to sway me yet.

  • When you are playing a RPG from a birds eye view usually you don't see the whole level at once. You just see the player and say 10 feet around him/her in all directions. So what i want to do is make it so that when you walk say 1 foot to the left more of the left shows on the screen, you know so your not confined to that 10 ft spacing.

    Sounds like you want scrolling - select your player, tick 'Center view on me' under Attributes in the properties bar, and make sure the layout is bigger than the window so there is somewhere to scroll to. Click an empty space in the layout to get layout properties.

    [quote:2yugvrok]Is there an option in constuct to make it have an intro before the game? Like to show credits and stuff like that? Like a "Powered by construct" logo then go to the main menu.

    Yeah, this is all trivial. You can have different layouts, which are like different screens or levels, and have your intro on one, the menu on the second, and the game on the third. Use the Project Bar!

  • [quote:2nx8x08z]I host Construct on my site, is that ok? It's under the GPL so I thought it would be ok.

    Yes, technically that is allowed, but I would ask you simply link to the download page for two reasons - firstly, if we release updates, that page will be changed so you're always directing users to the latest release. Secondly, if everyone downloads via the sourceforge download, we can track download counts accurately and get usage stats and so on. If a lot of people end up hosting it themselves we'd lose that. Plus, it saves you bandwidth

    [quote:2nx8x08z]How do you make it so that when a player reaches part of the screen in the game another part shows?

    I'm not sure what you mean by this. There might be something in the uploads forum.

    [quote:2nx8x08z]Related to the above questions kinda the same actually but phrased differently, How do you build a vast world in construct?

    Left click an empty space in the layout, and in the properties bar, you can set the width and height of the layout to anything you want.

    [quote:2nx8x08z]how do I make it so that my player can enter houses and take stuff or interact with object like opening doors?

    This is a very general question. Under Sprite, you can test for collisions with objects. I guess you'd start off testing if the object has collided with the object to interact with.

    [quote:2nx8x08z]Can construct only support sprites? or can it load 3D models as well like game maker?

    Not right now - but it's vaguely planned for the future. There's a 3D box object that proves 3D can be done, but it can't load meshes - we need a few more changes to the engine and I want to finish all the 2D stuff first too!

    [quote:2nx8x08z]How do I load a moving texture in construct such as water? I have some AVI videos of water looping, would they work?

    Bleh, I wouldn't use an AVI... I'd use a pixel shader. Try putting the water in to a sprite and adding the Warp effect, or something like that. Construct can't import GIFs just yet - it can do a series of BMP files though.

    [quote:2nx8x08z]How do I add triggers to construct? Like say when a player hits a certain spot on the level or beats a certain boss/monster it would go to a movie. Can construct even load movies and integrate them into games? like cute scenes, intros, outros?

    I'd do it by just having some invisible sprites round the level. When you collide with the sprite, destroy it and do whatever you want to do on the trigger. There's an AVI object which should be good for cutscenes though.

    [quote:2nx8x08z]Can you make a player have certain sounds? Like say when he/she is walking on grass it would be very quit, then in water very loud. How do I tell construct to do this? Can I?

    Insert the Directsound object. Then you can do something like:

    + Player overlaps grass

    + Every 500 ms

    -> Directsound: autoplay "grassstep.wav"

    and have other events for different floor materials.

  • Yeah, I can't access it. File is set to private!

  • Good ideas. However, if the units are changed to pixels per second like everything else, which would be nice for consistency, all existing physics based apps would change and need their values changed. Are you happy for this to happen?

  • Man, that's dirty tactics by the marketing team... still, my 8800 GT is absolutely amazing, and will keep me happy for a few years yet...

  • Google has released their own web browser, called Google Chrome.

    I gave it a quick spin, and it looks like early beta stage. A few things are notably absent, such as using smooth scrolling, open bookmarks in tabs, and some parts of the UI are a bit confusing (can't I have a bookmarks dropdown without a whole toolbar?), but overall it looks extremely promising. It's by miles and miles the fastest for javascript, which is important for modern web apps, and it adopts a very interesting process-based runtime for tabs and a tabs-top UI. If it had everything Firefox 3 had, I'd definitely use it - but it doesn't just yet - so I'm not switching over right now. But I think within a year or two, this will be the browser to have!

  • Hmm... well, what happens is the 'Bounce off solids' option in the ball movement, when ticked, automatically moves the object off the solid and changes the direction. Because it's moved off, by the time the 'On collision' event comes to be tested, it's still not overlapping.

    Deadeye's solution could work, or you could try turning off 'Bounce off solids' in the ball properties. You can then add an event - ball collides with sprite - and add the 'Bounce off object' action in the ball to bounce it off. Then you can add your own actions to the event as well, like playing sounds and incrementing counters. I just tried it, though, and the collisions are a little less accurate this way. You might need to make the bullets slower.

    I think I can fix this for a future build though - so if the ball registers a collision when deciding if it should bounce, then it should also register a collision in the events. This might get physics objects to register collisions as well...

  • Download 0.97.2 now

    This build corrects some of the issues in the 0.97 release, notably problems with the Particles object (included hotfix), problems with included event sheets, and miscellaneous other changes.

    Construct is developed free of charge by volunteers. You can support Construct's development by donating via the button on the main page.

    Here's the full changelog:

    Behaviors

    • [FIX] Platform movement: 'Set gravity direction' action displayed wrong text

    Event wizard dialog

    • [FIX] Crash selecting tabs for behaviors and effects

    General

    • [FIX] Included events did not always work the same as their equivalent in the same event sheet
    • [FIX] Crash after clicking 'Edit families' in the 'Add family' dialog
    • [FIX] Ribbon left blank after a 'Save your changes?' messagebox in the 2007 themes
    • [FIX] Deleting a layout ensures nonexistent object type names become available again
    • [CHANGE] You are prompted if you import a .cap from an old version of Construct and hit save. This will prevent you from opening the file in the older version, so it gives you the option to save-as instead.
    • [CHANGE] A more polite error message if you try to open a .cap file from a newer version of Construct (this will only be useful in future since old builds won't do this)

    Included hotfixes

    • [FIX] Particles object: crashing applications

    Picture editor

    • [FIX] Crash undoing a moved selection

    Plugins

    • [ADD] Plasma object: new colour controls which allow for better flame-like effects
    • [FIX] Particles object: one-shot was not working
    • [FIX] Crash in Plasma object

    Runtime

    • [FIX] Crash calling a function from any looping condition
    • [FIX] System object: 'On advanced collision' / 'On advanced overlap' did not have intended effect
    • [FIX] System object: 'timer' expression now starts from zero (previously started off with the time it took to load)
    • [FIX] Crash changing layouts with global objects
    • [CHANGE] System object: 'timer' expression now returns a float. This allows for timer-based code to still act smoothly at very low timescales.
  • Oops, we'll try and get that fixed soon. As a workaround, if you left click an already selected condition, you get popups allowing you to insert a new condition above or below the selected condition, and they work correctly. This works for events and actions as well.

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  • After the Create Object action, add a Sprite4 action and select the Ball tab. Set angle of motion to:

    angle(Sprite4.X, Sprite4.Y, MouseX, MouseY)

  • OK, I've fixed the crash changing layouts for the next build. It was because of the global objects. One-shot mode in the particles object is also fixed.

  • Insert the mouse & keyboard object, and you can detect if the user has clicked on an object.

    Areas of transparency don't count as being able to collide or be clicked on. Are you sure you're not clicking a transparent area?

    Finally, you could upload your .cap file so we can take a look.

  • U and V are called the texture coordinates - they define which point of the texture graphic is associated with that x,y point. This allows you to change which part of the texture is shown at that point - rather than where the point itself lies. I can understand if its confusing though, because so long as the UV point is the same as the XY point, the texture displays undistorted.

  • #2082656 - by kotakotakota - there's no file attached to this one, was this one of the files that was emailed to me and crashed due to the particles object? If so, I can mark this one as fixed.

    #2083035 - this is an example of a useless bug report! There have been a few like this. Pasting in an error message is not helpful. I know what the error messages are because I write them in the source code! I need to know the circumstances that led to this, reproduction steps, and preferably a .cap file that demonstrates the problem reliably. Otherwise, bugs like this will just be closed with no resolution.