boolean's Forum Posts

  • Is this more what you mean?

    Capx Download

    Note that I added a drag/drop behaviour to the convict object just to make testing easier. You might want to remove that later.

  • If I'm understanding what you are trying to do, your code is correct except for one line:

    On line 25 where you are picking the closest sprite based on the convicts image point, comment that line out. Your code should work now.

    There are two issues here:

    1) If you use a object family to in a condition, ALL further actions must also be on the family. You can't use "Convicts Family" and then call an action on "Convict" - As far as the scope is concerned they are two separate objects. You need to replace your "Pick Nearest" with the convict family.

    2) The "Is Overlapping" statement should already be picking the correct box underneath it - further picking the closest object does nothing.

    Edit - I think maybe the confusion here is that when you pick a family it automatically selects the correct object for the given condition. You don't need to select a specific object type from that family. If you have a family of shapes (square, triangle and circle) and you say "Where Shapes are overlapping player" and the triangle is over the player, C2 will select the triangle.

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  • I have Chrome and the latest version is working fine for me. What version are you running?

    Maybe try disabling any Chrome extensions you have running first? It could be one of those that's causing the problem.

  • I was just wondering what the outlook was on getting a tile sheet editor in C2. It seems to be a pretty heavily requested item (going all the way back to Construct Classic). I've looked into the plugin from rex to import from Tile, but a lot of the built in C2 functionality is lost when moving to the new IDE.

    As I'm starting to build out the levels in my game I'm curious - Is this feature being included any time soon? I'm wondering if I should put off any art in my game until a tile editor gets included, or if it's so far off being included (or scrapped because of technical reasons) it's better to go with an alternative now?

    Thanks!

  • I'm a big fan of http://imgur.com as it lets you, if you click the 'Web' button, paste+upload directly from your clipboard.

  • If your events are getting that long, maybe it's better to split them out into separate event sheets? I'm up to 500 events in my game so far, but none of my event sheets are more than 40-50 lines.

  • jayderyu: Changing the timescale was just so I could demonstrate the oddity I was seeing, without the numbers flying by in milliseconds. As for why I'm recording it to a variable, it's so that when I restart the level (when the player dies) I can reset it back to 0.

    R0J0hound: I remember the issue I had originally. It was that when I was using dt I was finding it hard to say "every 0.3" because it was rare for the dt to match - it would jump from "0.29897" to "0.31102" and my statement would miss. I thought that by just saying "every 0.1 seconds add 0.1 to my local (and reset-able) timespan" I got around that. I didn't realize it was having the exact same affect, but it was just rounding for me!

    I think I've learnt a little bit more about how time works in games. I tells ya, I think understanding time and framerates is one of the trickier subjects to get your head around as an amateur game developer <img src="smileys/smiley9.gif" border="0" align="middle" />

  • Setting text to a number rounds the number (to 5 decimal places) which is why it looks like it should be working. Set your text to str(TimeSpan) and you'll see what's happening.

    OH, that makes sense. I wasn't aware that it rounds it. That's a little annoying =/

    R0J0hound: I'll give the dt trick a shot. I can't remember exactly why I didn't do that, I remember running into some weird timing problems but I can't for the life of me remember what they were. I'll give it another try and see how it goes.

  • I'm not sure what I'm doing wrong here, but I can't seem to get the sprite to spawn at the correct interval.

    I have some events that add 0.1 to a global variable every 0.1 seconds. This lets me reset the timespan when a level restarts. At 0.3 seconds I spawn a new sprite, which works fine. But as soon as I pass 0.7 seconds mark, sprites start to spawn with a 0.1 second delay.

    <img src="http://i.imgur.com/8VIAU.png" border="0">

    Sample Capx

    Even stranger, while the 0.3 above appears to work if using >=, this does not (the sprite never spawns):

    <img src="http://i.imgur.com/n2Rfq.png" border="0">

    Sample Capx

    Can anyone spot what I'm doing wrong? It seems this should be working <img src="smileys/smiley5.gif" border="0" align="middle">

  • Awesome, thanks Ashley.

  • Not sure if this is a bug or just a change in functionality, but there seems to be a problem with the Undo function. This started happening in R111.

    If you disable a block of events from the condition the Undo function does not work.

    <img src="http://i.imgur.com/1WHB6.png" border="0" />

  • Great tutorial Arima. Add me to the list of people who didn't know about picking before the foreach loop <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Only just getting around to responding now, busy evenings.

    Rory: I really like the idea of having the "difficult thing" and then planning around that. I think part of my problem is getting overwhelmed of where to start. Is the exit to close? To far away? Is the level to small? Too large? Are there too many traps? And so on and so on. I like the idea of saying "Ok this level will have lasers that will fire in a certain pattern and you need to jump through them" and then build out from there. Get the core aspect of it working and then add to it. I think that will help a lot.

    DravenX: Seems quite a few of you all start with pen and paper first. I have a pile of printer paper in front of me right now so I'll start sketching and see where it goes!

    kayin: I really like the "try and vary these shapes because that maximizes the effects of spatial memory in the player" note. I think I've found myself constantly battling with this as I tend to pick out boxy repetitive patterns. I'll check out VVVVVV and...wait...you did "I Wanna Be the Guy"?! Nice! Ha, I was already using your game as reference <img src="smileys/smiley4.gif" border="0" align="middle" />

    Awesome feedback guys, I really appreciate it.

  • So I'm getting pretty close to finishing the 'engine' for my game. All the systems are 99% done, ignoring any actual art or sound effects...

    So I've started building out some levels and damn, it's hard. Turns out level design is an entirely separate skill-set that is really hard to fake. So I'm very curious how others here build out there levels.

    Do you scribble out a level on pen and paper first? If so, does that not make it hard play-testing what the player might do?

    Do you go into the layout editor and throw a bunch of things randomly onto the map, then try and build a level around it?

    Do you think of certain challenges you want the player to have, and then carefully plan a level around that?

    What about building out the first few levels that slowly introduce the character to the game? Do you leave these for last or do you start on these first?

    I'd love to hear some of the processes you all go through.

  • I agree, it's a little annoying. It would be nice if this was supported and/or layout inheritance was bought over from Construct Classic.

    One way around this that I tend to use (which does require a little bit of fussing about) is:

    1) Backup your project.

    2) Browse to the project on your computer. There will be a folder called "Layouts".

    3) Find the layout you want to duplicate. There will be a .xml and a .uistate.xml file, for example Level1.xml and Level1.uistate.xml

    4) Copy and paste these two files, then rename them to the new layout. For example, rename the copies Level2.xml and Level2.uistate.xml.

    5) Open Level2.xml and change the following line to the new level name:

    "<name>Level1</name>"

    6) One last step - Browse to the .caproj file in the root directory and open it with notepad. Scroll to the tag:

            <layout-folder expanded="1">

                <layout>Level1.xml</layout>

                </layout-folder>

                  ?

    7) In here create a new line for your new level:

                <layout-folder expanded="1">

                <layout>Level1.xml</layout>

              <layout>Level2.xml</layout>

                </layout-folder>

    8) Restart C2 and it should display the new layout fully duplicated.

    It might seem like a lot of steps, but it only takes a few seconds once you have done it a few times.

    Hope this helps!