AshyRaccoon's Forum Posts

  • It will spawn a reb_block at each red_spawn, if you change your event like so:

    On key Z pressed

    -sub-event- red_spawn: For each object

    and place the create object action in that sub-event.

    I think what you could do instead of spawning/unspawning objects is to use "Change collision mode" on your red, green, and blue objects. It's in the actions for your objects.

    Set it to "none" to make them non-solid. Make them per-pixel again to be solid.

    However, I do not think there is a way to remove the actual solid attribute. Not yet, at least. (I saw mention in )

    Collision mode none will, as far as I know, stop "overlapping at offset" and such things from working. Still, for what you have so far, changing the collision mode should work okay.

    It might get tricky if you're going to need to detect when the player enters another color, for that dropping-down behavior.. Maybe a combination of spawning solid blocks on top of a non-solid background, but the background would have per-pixel set, so you can detect when the player overlaps them. Sorry if I misunderstood anything. I'm sleepy.

  • Well, actually, that doesn't look quite like the layout of my install of Construct either. I think it's a screenshot of an older version, anyways.

    I just have Project, Animator, and Layers there.

    Try this:

    At the top left of the screen, where the ribbon tabs are, where "Home" is (it's next to Project, Layout, Objects, Events) -- click Home, then below that it should have a section labeled Bars. In that, I see: Layers, Project, Properties, Animator. Click "Project" once or twice. For me, that hides/unhides the Project bar and tab on the right side of the screen.

    Here's a screenshot, anyway:

    <img src="http://dl.getdropbox.com/u/1712024/construct%20controls.png">

    Um, you might have to right click on it and view image. Or view this:

    http://dl.getdropbox.com/u/1712024/construct%20controls.png

  • For changing game controls, click Project in the lower right corner of the window to view the project bar, then click the name of your application near the top of that, then look at the bottom of the properties bar (on the left side of the Construct window).

    http://sourceforge.net/apps/mediawiki/c ... ructUI.png shows where the project bar, properties bar, etc. are.

  • Also are the DisplayWidth/Height expressions supposed to return the resolution of the monitor, rather than the game window, because I find it gives me the window size

    I saw your topic, though I am not sure what to do for widescreen-verus-not scaling myself. (I'll read through the rest of this topic..)

    However, after seeing the topic, I did find the Sys Info object (under System, near the bottom). It has SysInfo.GetScreenWidth and SysInfo.GetScreenHeight, giving the actual display's width and height.

    At least I guess it would before you enter fullscreen mode.

  • You don't need to set an object global to use it in another layout. I've seen it recommended against doing so for visible objects, somewhere around here, and it's good advice I think.

    Global makes the instances of the object exist in all layouts - whether they have been placed in Construct or spawned.

    Such as when I accidentally had some arrows set global, when I changed layouts I'd still see them placed at the same X/Y positions, which is definitely not what I intended.

    Copying and pasting non-global objects to other layouts works fine, though. The same event sheets will work on those, as pasting to another layout doesn't make a brand-new.. um.. clone. They'll have the same object ID (if I'm not all mistaken about how this works).

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  • I hope five screenshots is okay.

    I've been working on a platformer, starring a raccoon.

    I may call it "Rings' Adventure", or I might call it something else. I want to add more characters at some point, too.

    I plan on giving it levels/areas sort of like Metroid, Legacy of the Wizard, and such games, where you can explore, and only get to some areas after collecting certain abilities.

    I should build out my very few areas. They are rather empty, and it's all more like a feature test, so far.

    <img src="http://dl.getdropbox.com/u/1712024/game1v15%201.png">

    One of my test areas.

    <img src="http://dl.getdropbox.com/u/1712024/game1v15%202.png">

    <img src="http://dl.getdropbox.com/u/1712024/game1v15%203.png">

    A little wall climbing. And bomb throwing.

    <img src="http://dl.getdropbox.com/u/1712024/game1v15%204.png">

    It's possible to stand on arrows. But it's also possible to climb up walls and along ceilings.

    <img src="http://dl.getdropbox.com/u/1712024/game1v15%205.png">

    Arrows stick to the enemies they hit. However, they're always drawn at their center right now. It works well for these ships, though.

    The ships are sort of based on the huuge swarms of police ships that appear in Elite II (Frontier) if you fire on non-hostile ships or space stations. Heh heh. Haphazardly flying around, bumping into things.

    http://dl.getdropbox.com/u/1712024/game1v15%206.png (another, not very different screenshot)

  • It looks like it works, too. I just tried it out on some random XM song I had around.

    The only problem is that I don't think it supports some effect the XM was using, as one of the channels kept playing, but it's okay in Modplug Tracker. I don't think it supports cutoff/resonance in IT files, either.

    Still, it at least can play XM files.

    It looks like Construct uses MikMod. I wonder how hard it would be to get DUMB ( http://dumb.sourceforge.net/ ) to work with Construct.

  • Hmm, okay, I see the application properties has 2x motion blur set.

    Yes, when I press the R key, the game crashes.

    If I turn motion blur off, it does not crash when pressing R.

  • I have no idea why Xaudio2 won't play in the other layout when global.. Hmm.

    But.. using the objects folder in the project tab didn't occur to me until you mentioned it. Thank you also.

    It helps a lot organizing objects by folder to find them more easily in the event editor, I see. It would be nice to be able to drag objects out of the project tab to place in a layout, for sure.

  • If they do not need to be global, what you can do is select them in the object list next to the layout editor (on the left by default, I think), copy, and then paste them into the other layout.

    Global would work better for XAudio2, and maybe HashTable. It depends on what you are doing with them, I suppose.

    I'm certainly not an expert at this, but in my game project, at least, I am using a global HashTable and global Xaudio2.

    These allow them to work on all layouts, to be used in all event sheets on all layouts, though they do not show in the Objects display in other layouts. They will show in the event sheet object pickers and whatnot for other layouts, though.

    If they weren't global, they'd be reinitialized on the start of a new layout, I think.

    Being global, I did not copy/paste them to my other layouts. Being global, they already exist in all layouts.

    (However, for most objects - things which have a sort of "physical presence": which can be moved or placed, having a position, size, etc., such as any onscreen objects, you probably won't want to make them global unless you want them to be placed in exactly the same place on all layouts (maybe a HUD or menu or such))

    Also, if you will have game saving/loading:

    It looks like I set "No serialize" on my Xaudio2 and HashTable. Either that's what I had to do, or I had a reason behind it. I forget. Maybe I shouldn't have that checked, I do not know.

  • bug.exe runs for me.

    The program's title: Application 2

    I see a white background in it, and large, dark-reddish square. If not exactly dark red/maroon, it's close.

    Well, if it helps, I'm in Windows XP SP2, GeForce 8800 GT. Display driver version 186.18

    Eh, I am having a problem in Construct now and then where I will get "An invalid argument was encountered" when trying to edit events, then some UI elements (icons, mostly) won't be drawn. ( https://sourceforge.net/tracker/?func=d ... id=1003219 )

  • Have you tried "is overlapping at offset -1,0" (or 1,0 for a wall to the right)?

    (..Wall to left or right. I wonder why I didn't think to try those for my game's wall-climbing..)

  • I'm pretty sure he means Construct itself. Yeah, it always maximizes itself for me too, though my shortcut is set to "normal window". I mean, I don't mind, I always have it maximized, but..

    In fact, if I un-maximize it, move and resize the window, when I open it again it restores to that position/size, but then maximizes itself again automatically.

  • Is "Set channel XAudio2.LastChannel volume to (something)" supposed to work with positioned sounds? I couldn't get it to affect sounds played by autoplay file at position, or autoplay file at object. However, it does work perfectly with the non-positioned "autoplay file".

  • (This concerns Construct 0.99.42.)

    I have this character with platform movement. I am using events to change his animations.

    His jumping animation is 4 frames long, and I make it loop to frame 4. I noticed that if I jump and trigger his attack animation (which is 6 frames long), the attack animation starts from whichever frame the jumping animation was at.

    If jumping was at frame 4, the attack starts at frame 4.

    I must 'Set animation frame to 1' then 'Set animation to "Attack"'.

    I have a cap I can demonstrate this with.

    I am thinking that acted differently in the last stable Construct, but suddenly I can't remember.. Er, oh well, it is still something I am curious about. I am thinking in the last stable version, "Set animation to" would always start an animation from frame 1?

    Unrelated to that, I also noticed if I do this:

    -Character: Set animation to "Some existing animation"

    -Character: Set animation frame to 1

    then it will not actually animate unless I also add

    • Character: Resume animation

    That is, I am finding "set animation frame" is pausing animations. (Though "Set animation to" does make an animation play if I put it after "Set animation frame to".)

    Anyway, I can see some usefulness in the animation actions working this way. Maybe making multiple similar animations, with and without holding items while running and switching between them in the same frame, that sort of thing.

    I just don't think I saw anything about these changes in the changelog.