Ashley's Forum Posts

  • Add one M&K to the first layout, and tick 'Global' (common properties). It will be accessible via all layouts.

  • Well, because the event won't run when the helicopter with intended UID is destroyed, you can use event logic something like this:

    + Always

    : Bullet: set 'Is obsolete' to 1

    + For each helicopter

    + Bullet's variable = helicopter.UID

    : Set angle toward helicopter

    : Set 'Is obsolete' to 0

    + Bullet: 'Is obsolete' = 1

    : Destroy bullet

    And lol deadeye, great minds think alike hey

  • Well, you're right, there's no easy way to access the targeted object from the turret movement. To remedy this I've added a 'Get Target UID' expression to the turret movement for the next build. You'll be able to do something like this:

    + On shoot

    : Spawn bullet

    : Set bullet private variable to Gun[Turret].TargetUID

    + For each helicopter

    + Bullet's variable = helicopter.UID

    : Set angle toward helicopter

    Then every time a bullet is shot, it will lock on to the helicopter it was shot at, and follow it.

  • If you're used to MMF, it's definitely going to take some time to get used to the different interface in Construct. Once you have used it a bit I think you'll find it much better. For example, you don't need to keep clicking next, you can just double click everything, which makes it really quick to zip through the process easily.

  • 'Add object to target' simply adds an object type to look for, so you only need to call it once on Start of Layout. 'Spawn object' will set the angle of the spawned object to the angle of the parent object, which is exactly what you want - you don't need to set the bullet's angle manually. 'On shoot' doesn't pick any helicopters so Construct doesn't know which helicopter you want to use. Delete the set angle action and it should all work fine.

  • Click and drag the layouts in the project bar!

  • Not yet, I guess that's a logical addition to mouse & keyboard sometime soon as well

  • Well the design of Construct is aimed that nothing is built in, and anything you don't use isn't included. I guess if it bothers you, you could make a template with the mouse & keyboard (or any other objects you want) pre-inserted. Templates are .caps renamed to .cst with a corresponding .bmp file in the templates directory.

  • Good luck with it, hope it goes well - I'd be happy to offer any assistance if you need it. If anyone's interested in plugin development or code contributions, get them on these forums

    Do you have a room full of computers with shader 2.0? If so, that's pretty cool, heh.

  • Containers don't actually affect any object's position. They simply affect the way they are picked by conditions in events. If any object is picked by an event, the rest of the objects in its container are also picked. This still makes them really useful for stuff like this though.

    If we call your collider box the collider object and the look-pretty sprite the enemy, you can place the collider and enemy in a container with each other. (all you need to do is select one and add the other to its container in properties, they are both now contained)

    Make sure you have an equal number of instances of collider and enemy. The event 'Always - set enemy to position of collider' will naturally match up each enemy to its contained collider.

    Now you can go off making your events... anything like 'Collider collides with solid - set Enemy animation to Stopped' will affect only the associated Enemy, not all enemies like you'd expect normally. That's the magic of containers

  • Sounds great, let me know how that goes I might recommend waiting until the 1.0 release until you get a lot of people using Construct though - bear in mind so long as we're in beta, I can't make much in the way of guarantees about stability etc. I've had a few reports of .cap files corrupting in 0.93, so it might be sensible to save any serious use for 1.0. Your call.

  • Good point, that's caught a few people out. Next build has shortcuts to MouseX and MouseY in the Mouse & Keyboard object's expressions.

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  • Jeez, no prizes for being first to find a bug folks (otherwise I'd have a lot of prizes right now!). I'm working on a solution for these cap crashes.

  • That's the one... in the system object. MouseX(1), MouseX("My layer") etc gets mouse X for a specified layer too.

  • 1) Try having just one bullet in the layout, and ticking "Destroy on startup" under Attributes in its properties.

    2) Python script is still in early days and I don't think it has per-instance manipulation yet; the primary way of coding games is still via events. Your code is trivially easy with a create action, set X, set Y, destroy, set X, set Y, etc. If you need any help with that, let me know...