AWT's Forum Posts

  • I updated, but it still gives the same error.. I wonder what can it be? I thought it was OS related, but the OP here said it was XP-64bit.. my friends is Vista 32bit so I really am not sure.

    My only guess is that's something video-card related.. my friend video-card sucks.

    The main 2 problems that my friends are having, are the lack of DX9 and that weird crash (the crash only happened to 1 frien tho).. not that I'm complaining, I'll take ages to get anything done in my game anyway

    I run Construct in 64bit Win7, and my exe's have been run on 32bit XP and 32bit Win7 with no issues. So I don't think the OS is an issue.

  • http://sourceforge.net/apps/mediawiki/construct/index.php?title=Main_Page is a great place to get information like this.

  • Using the custom movement plugin, simply "accelerate" (through the custom movement --> set speed action) towards whatever point you want. It's possible to simulate complex gravity behaviour (eg, multiple points of gravity) with this method.

    Edit: Here's an example where using families, you can achieve this:

    > + System: For each spaceyobject
    -> Projectile: Accelerate speed : spaceyobject.Value('Mass')/((distance(spaceyobject.X,spaceyobject.Y, Projectile.X, Projectile.Y))^2) towards spaceyobject 
    [/code:1och7wgt]
    Where you can have multiple objects with the family attribute "spaceyobject". The projectile will accelerate towards "spaceyobjects" according to the equation: (mass (arbitrary private variable held by all spaceyobjects))/(distance from projectile to object^2)
    
    Because this occurs for each spacey object, you can achieve quite realistic (within reason) behaviour. You'll need "mass" values of somewhere around 25,000.
    

    I feel like an idiot.

    When I added custom movement to a sprite, and saw there were no options to change, I assumed it was not ready yet. Never occurred to me that they were all assignable actions.

    Guess this is why I could never understand programming languages.

    Thank you so much, while this does not affect my gravity issue just yet (as I will have to figure out how this all works), it has allowed me to set up movement the way I want.

  • That link downloads an empty zip file.

  • That should be fine. You might actually end up saving some memory that way.

    Thanks, I was hoping that was the case.

  • You could set a global variable on Layout 1 as an indication that such-and-such sprites should be destroyed or created. When Layout 2 is loaded check the variable in Start of Layout and create or destroy them as then needed.

    Thanks, I was hoping I was just missing something simple again.

    ---

    On a related note, is it bad to set up more than one array?

    I prefer to use smaller data sources, more localized. Like one array for the player, one for the enemies, and so on, instead of one large array.

  • Is there a way to push a button on layout1 and have it manipulate (destroy/create) an object on layout2?

    I have actually managed to destroy a sprite from one layout on another, but I can't seem to create a new sprite to replace it.

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  • You might try testing out the Custom movement behavior. Its got just about everything you would need to simulate gravity, as well as physics.

    I have been trying to figure out how to use physics and custom movement for this for a week now.

    It does not make much sense to me.

  • I should have searched "Gravitation" Instead of "Gravity".

    Thanks, this is exactly what I was looking for.

  • Is there a way to add Gravity to a sprite so that it attracts other things?

  • Thank you, I was certain I was missing something simple.

    A lot of this stuff is still foreign to me, but I am picking it up slowly.

  • The only hint that I can find anywhere about the minimap is from the following:

    "The minimap object should normally be placed on the User Interface(UI) layer. This will insure that it stays in the same place no matter where your player moved."

    While I am sure this is a simple and well understood phrase for most of you, it has been a frustrating issue for me for the last few days, It makes no sense.

    How do I view this UI layer? Why is it not listed on any of the help pages?

    I would think the person making the game would set up a UI layer for the game they are working on, but making my own layer named "UI Layer" does not magically hold the minimap to my game window.

    It is almost impossible to do any kind of search for User Interface, or UI, this very program has a UI and lots of people talking about it on the forums.

    I am probably missing something simple, so please, I beg you, tell me what I am missing.

  • Sorry for being such a noob, when he said "cap" I thought he meant screen capture.

    I had to tear the .cap apart to nail down the bug, I will rebuild it, and submit a report.

  • The program I am making is a small Asteroids clone, just something to help me learn the basics of Construct.

    The Debug found my problem after a few try's. I have a lot of asteroids flying around in random directions, and when they collide they set a new random angle. These random events are the cause of the preview crashing.

    The less asteroids, the less frequent the crash. If I remove all the randomizing, then it does not crash at all.

  • Thank you very much, that solved my constant reboot.

    I am trying to recreate the problem for a screen capture, but so far the only thing debug has told me is:

    "Runtime Error

    A crash inside the runtime has been intercepted! The crash may be a bug in construct. Please report this to Scirra."