Caspis Sinclair's Forum Posts

  • Finally got my computer back up and running...

    Before I discovered Construct I was using Gamemaker (just a little) and the RPG Maker series. RPG Maker XP had a very handy feature called "self switches", and I was wondering if Construct has an equivalent function to it.

    Basically, if I wanted to make a treasure chest I would have the first page of events be triggered by the action key, and that would turn on self switch "A" (the first switch). Under the page for switch "A" I would put the actions that I want the chest to perform (increase party gold by 500, display message "found 500 gold", change graphic to "chest opened", etc.).

    After all that I would turn off switch "A" and turn switch "B" on. Switch "B" would simply display an "Empty" message to prevent you from gaining an infinite amount of gold.

    Now, the difference between doing this with regular switches and self switches is that once I finish creating the chest using self switches I can copy and paste as many chests as I want and each of them will be treated as a new, unique item. Normally if you simply copy and paste an object then all of them would open at the same time and they would all be considered one single chest.

    Soooo... what I'm wondering is; "Does Construct have an equivalent function to 'self switches'?"

    Or, rather...

    Is there any way to make an object like a treasure chest and have it possible for you to simply copy and paste new chests that all act the same but are considered new and unique objects?

    The "paste clone" command doesn't do what I want...

    http://www.mediafire.com/?csagmnte034

    The .cap is pretty simple, just a character and a treasure chest with some events attached to it. If anybody understands what I'm looking for I would greatly appreciate your help.

    **I won't be online again until Sunday so if anybody posts between now and then, thank you!**

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  • The memory fix took care of the problem I had with it trying to resize sprite when I import them due to lack of video memory.

    However... when I import a sprite and click on any part of it with either the wand tool or the color select tool it erases most of the sprite, even if I click on the background color and not the actual character itself.

    It has no effect on the sprites that I have already imported though, so if worse comes to worse I can just import them all with .93 and then do my eventing in .942. No biggie, really.

  • Glad to hear that your wife and kid are unharmed. Well... she's close enough to unharmed for it to count, I suppose.

    Let this be a lesson to everyone... BUCKLE UP!

    That accident could have been awful if they both weren't.

  • I didn't copy it down...

    I'll post it tomorrow if uninstalling and reinstalling when I get home tonight doesn't change anything.

    (I assumed that someone else had the same issue by now... oops)

    On a positive note the platform movement works for me now.

  • Is it a bad idea to have both .93 ad .94 installed on the same drive?

    .93 works the same as it did before but I have two errors with .94 that haven't been mentioned yet.

    When I import a new sprite it says that my video card doesn't support a 32x32 image (does the same with any size) and it says that if I choose yes it will be resized. It doesn't look like it is actually changes size, though.

    Also, in the picture editor if I click on any part of the sprite with the wand tool it makes the whole image disappear.

    I'll try uninstalling both versions when I get home and just installing .94 to see if that fixes it.

    (I'm using Windows 2000 SP4 and a Radeon 9800pro... I should probably grab the latest drivers to see if that makes a difference)

  • Wow... looks like I joined at a good time!

    (glances at clock)

    Damn. Four more hours until I can go home and give it a try.

  • ... It's Adolf. Not Adolph.

    Damn. I always get that wrong. Errr, well... its not like I write about him often or anything. I just...

    Anyway.

    Your suggestion worked, Doppel!

    However, I'm wondering if there is a bug in the 8-direction behavior after all.

    I kept everything the same but removed the events that tell the sprite which direction to move in and replaced it with the 8-direction behavior (switched it from 8 to 4) and once again the sprite still moves if you press up/down while you are pressing left or right.

    I'm going to stick with your method for now, but if it IS indeed a bug that can be fixed then I'll eventually switch back. I prefer it if nothing happens when you press two direction keys rather than halting your movement entirely.

    Oh, and I fixed the problem with the Hoe not working properly. She just needed to have her spirit broken.

    (On the part where I put inverted controls and had it switch to the standing animation, I originally had the inverted left-shift underneath the direction keys, but that overrode the animation of the Hoe being swung. I moved the inverted shift to the sub-event containing the "trigger once if true" command and it fixed the problem)

    Thanks again for your help Doppel! (and Deadeye as well, even if he wasn't aware of it )

    http://www.mediafire.com/?bn2iyhzemsj (the .cab)

  • I... wrote a tutorial on animation?

    Well... sort of. I was referring to this answer that you gave long, long ago in the dark and troubling times known as "January".

    http://scirra.com/phpBB2/viewtopic.php?t=514

    Hmmm.

    A platformer starring Adolph Hitler... and a fangame. Technically, which is more loathesome?

  • Thank you!

    ...I'll have to wait until I get home to test it but its a good suggestion.

  • Yeah, I'm sorry about that. When I realized that I copied the wrong file I wondered if I should even bother posting this. If I don't figure out the problem tonight I'll be sure to post it tomorrow.

  • (Before I say anything I'd like to thank Deadeye for his tutorial on animation )

    http://img520.imageshack.us/img520/4859/moveproblemju9.png

    Okay...

    My character can move up, down, left and right and it plays the animation of him walking properly.

    When he stops moving he goes back to his standing animation, like he should.

    When you are walking up/down and you press either left or right at the same time he doesn't change direction or stop moving.

    But...

    When you are walking left/right and you press up or down it DOES move him.

    I'm wondering if this is a fault in my event layout, or if it is some kind of a bug in Construct? I tried changing it from "Move Left" is down to key is held down but that didn't help.

    I tried removing the 8 Direction behavior (I switched it from 8 to 4) and made the sprite move manually but that caused a new problem; the sprite moves but it won't play the walking animation.

    I meant to copy the .cab to my player before I left for work but I accidentally copied the .exe instead, so I'll have to wait until tomorrow before I can post it.

    Not that its likely to help, but;

    http://www.mediafire.com/?y00t3lpy4ay

    Oh, I just started using Construct yesterday and tried getting a crop system working, so don't mind the fact that I only have the "facing down" animation for it added, and the fact that for some reason you have to hold down the shift key even though it is set to "pressed"... and never mind the fact that if you hold the key down for too long it locks you on the "standing still" animation when you try to move...

    One problem at a time.

    Well, thank you very much for any suggestions that you might have! I expect a certain amount of frustration whenever I try to learn a brand new program so I'm patiently optomistic about moving my old project to Construct.