bsimser's Forum Posts

  • Or just a simple x,y cursor position reading (as used in many graphics programs) at the bottom of the screen perhaps?

    That would be good but when you're in the event sheet setting the X, Y value you can't see your layout page (or even get to it). If the developers go to the trouble of making the layout available (via a popup or a button) might as well just click on the layout and record then transfer the co-ordinates back to the position dialog.

  • I would suggest to only use the Platform Behaviour. I vaguely remember Joust, but the flapping is practically just a "Jump-In-Air" in my eyes.

    Pretty much like a Double Jump.

    No need for custom movement.

    rock on,

    Michael

    With just the platform behavior the character looks like it's jumping rather than flying. Or is just a matter of tweaking the gravity and jump strength so it doesn't fall/rise as quick?

  • Hi guys,

    I'm trying to get the hang of the behaviors and have flight control (aka like Joust). Left to fly left, right to fly right, space to flap and rise up. I've tried 8Directions (set to 4 directions) but that doesn't seem right. I suppose custom movement would be the answer here?

    The other thing is getting the physics right (without maybe having to use the physics behavior? I have the platform behavior attached). Are there settings to tweak on key presses during runtime (I don't see anything on a sprite and don't think setting the platform values dynamically is right).

    Thanks for any guidance.

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  • Another suggestion.

    With dialogs where you specify the position in X, Y terms it might be nice to have a button or something that would let me visually determine the position. Something like a colour picker where it would pop up (or switch) to the layout via and let me zoom and pick a location (then copy that back to my dialog).

    Just a thought...

  • Hi guys,

    Just a suggestion for consideration. Might be nice if there was a reset values button or something for a behavior to bring things back to the defaults.

    Many times I'm tweaking a behavior trying to get the right number but things are not going the way I want so I would like to get back to default.

    I know there's a reset settings on dialogs but that's pretty global and probably undesired. I'm talking about either resetting a single behavior value (for example Max speed on the Platform behavior) or an entire behaviors values (all settings for 8Direction for example).

    As a UI suggestion the single value reset could be done in the context menu of the setting. Right click, "Reset to default", done. For the entire behavior I suppose the Behavior dialog would be appropriate. Select the behavior and click on a (new) button in the toolbar to reset all values to default.

    Not sure if anyone else thinks this is a good idea so just throwing it out there.

    Thanks

  • Hi guys,

    Thought I would introduce myself. I'm a 40-ish year old programmer who's been around writing games back since the 80s and 90s (working on mostly titles nobody has heard of but spent some time working on AAA titles and utilities for Activision, Maxis, and EA).

    Construct 2 is the cats meow when it comes to creating 2D games and HTML5 is the way to go. I'm loving the tool and loving the community so you'll see posts, tutorials and samples from me shortly.

    Thanks!

  • Objects and instances are the same in Construct as in a programming language.When you add a sprite to a project you are adding a object type and one instance of the sprite to the layout. You can have as many sprite object types as you want but generally I find it easier to make the events for a lower amount of object types.

    So if I read this correctly, objects in Construct are not classes like in a programming language and Construct instances are not like programming objects? When I create an object (through the Spawn object) I'm always creating a new object with it's own set of instance properties? So every object just has a unique set of instance properties but otherwise is an object?

    The manual instances have the properties, the objects do not, but I don't see how you create an instance at runtime (there's no Create instance action in the System but there is a Create object).

    To summarize if I had say a sprite defined as Enemy and an instance variable of Health on the Enemy if I spawn 1000 objects it's the same memory footprint (1 byte [Health] X 1000 items) as 1000 instances of Enemy (regardless of how they were created)

    Thanks for the clarification.

  • Joannesalfa I agree the comparison might be moot. I just see everyone using the sprite object as their player for example and wonder about the whole object vs. instance. Again, it might be negligible with only a few objects but 1000s of instances vs. 1000s of objects? Maybe something there.

  • Hi guys,

    First post here as I'm going through the system and coming up with ideas, best practices, and generally getting my head around choices when building games. As I primarily come from a programming background I tend to lean towards that for approach. So this begs the question of objects vs. instances.

    Obviously if I have 100 enemies in the game I'm going to spawn an instance through the system. However what about the Player? In many tutorials people are just adding a sprite to the game, calling it player and putting it on the board. Even though I have one player in the entire game I wonder is it better to create an instance (so I set all my dynamic properties like health, etc.) instead of using the sprite object?

    I realize the name object and instance here are Construct terms and don't necessarily adhere to an object and instance in programming languages but just wondering what the best approach here is (and if there is a performance hit between the two).

    Thanks!