Ashley's Forum Posts

  • Deadeye, please don't edit your posts like that... it's hard to see if its resolved, and the resolution isn't available to anyone else who comes across this thread and has the same problem.

  • Sorry, I don't understand. I can use the 'Create Object By Name' system action and pass a text object's text to it, and it still works correctly. Are you having problems with this action? Did you spell the object name right? <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" />

  • It works here. If I do:

    + Always

    : Set Sprite Y to .Y + 'Variable' * TimeDelta

    and 'Variable' is set to 50, it moves downwards at 50 pixels per second. Notice use of TimeDelta in the expression - it's better to use pixels per second rather than pixels per frame, because games often run at varying framerates.

  • What I like the sound of is different tools for duplicating objects. For example, a Brush duplicate when grid is turned on could allow you to 'pen in' tiles with a certain object, by dragging the mouse. If you went over an object already in that tile, it'd delete it (so it doesnt stack unnecessary tiles on top of each other), but you could turn that off for overlay tiles (treestumps on grass etc). Then we may as well throw in rubber-stamp duplication. I think these two ideas are general enough to apply to lots of types of games.

  • 0.91's image manipulator can transfer its content to any sprite object. Hope that does it for you!

  • Yeah, I've seen this crop up before - not sure what's causing it yet. I've changed the message to make it more helpful for 0.91, which will make it easier to fix. Sorry, not much else to be done until then.

  • Well, it's easy to add. 0.91 has a 'get private variable count' (Sprite.NumVars) expression.

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  • Global objects keep everything between layouts, including private variables.

  • Remind me Drew, what was wrong with event sheets? I thought they were working.

  • Why do you need to know how many private variables an object has? There's no expression to get the count at the moment. I guess you could always add spares and compare to see if those are empty or not?

  • It's not looking good, alee. The application is corrupt, from debugging I can't see possibly how the internal state ended up like that. It's the private variables in 'Ship' on layout 2 that went wrong, specifically the last private variable 'IsMe?' - can you remember if you did anything unusual when adding that variable?

    The best I could do is delete the ship sprite then it runs... but I'd recommend starting it again, keeping lots of backups and letting me know as soon as something else goes wrong again... sorry...

    The crash when you deleted everything was unrelated and has also been fixed.

  • Use a number (1 and 2) instead of the names ("LevelOne" and "LevelTwo") and it will work. However, it makes sense to work using the name as well, so I've made your way work for the next build.

  • It's not a big deal to put str() around a number. It's a string handling function after all.

  • Thanks for the .cap - fixed in next build!

  • I agree the concept is possible - FPS creator is a move in that direction. I haven't tried it so I can't comment much, but I (possibly unfairly) presume it's very drag-and-drop and not particularly flexible (eg. could you make nonlinear games loading sections of a world at a time like Crysis? could you make driving games and aircraft flying games? other 3D games like a 3D RTS or 3D simcity type thing?). As in, it's basically a heavily moddable FPS game with a limited engine. Now I don't actually know anything about its engine and I'm operating purely on stereotype (I'll try it out some time properly), does anyone know if I'm right or wrong there?

    My idea with Construct was not to make it 'Platform creator' or 'RTS creator', but be good in all areas of 2D, which is the most useful way to make it. Even if I added features specific to a genre (originally containers were designed to help create a unit for an RTS game) they were deliberately generalised to be useful to any type of game. So if I made a 3D game creator, I'd instinctively want it to be able to do all those 3D styles. As you can imagine... that's quite an engine to embark on.