CAWithey's Forum Posts

  • I'm having an issue where global gravity won't turn off.

    I was first aware of the problem in r112. At the time, despite having 'global gravity set to 0' littered in numerous locations in my code, the physics object in question would still be affected by gravity the first time it was spawned into the game. Every time afterward, the object would be unaffected by gravity. Now in 'r115,' I'm having the same issue.

    Continuing with the example of the gold coin, I have 'Gold Coin: Set Physics world gravity to 0' loading at the beginning of every single level, and I also have that same event running when each and every single gold coin is spawned into the world. Despite gravity being turned off (at least) twice for these objects, the objects first spawned into the game will fall, affected by gravity. All of the same objects spawned afterward behave without gravity, and do not fall.

    I would share the .CAPX to help the diagnosis of the problem, but it's massive. I can say that this bug seems to be affecting some objects that it did not previously in r112.

    The relevant events being used in this situation are:

    • Set Physics world gravity to 0
    • Spawn (physics object)
    • Apply Physics impulse (...) at angle (...)

    To reiterate, all objects with physics will fall, affected by gravity, when they are first spawned. Those same objects spawned again will be unaffected by gravity, as intended. Also, for top-down perspective games like mine that are the wrong perspective for gravity, can we have an event to disable gravity for all physics objects spawned into the game, and not just on an object-by-object basis?

    Once the new version is approved, the game in question will be available at:

    scirra.com/arcade/action/1367/dream-enders

    Thanks.

  • No worries. Was only intended to be a motivator. I'll be in touch.

  • Dream Enders 0.0.6 ALPHA was approved and is live. Give it a try.

  • Zelda is an RPG/Action Adventure, is it not? How does yours differ? Mine has similar RPG/Action Adventure elements, such as gold, levels, and skill points, but varies by taking advantage of Construct 2's lighting and physics systems, as well as a few modern-day innovations (Critical hits, arrow trajectories, etc.).

    Perhaps we could share notes. Or compete. A friendly competition from the fans, when we both have stable versions ready? Would increase awareness for both our works.

  • Curious. I think our inspiration for each of our games were quite similar. You may see much the same type of thing in my game, Dream Enders, built in homage to the classic RPGs of the Nintendo.

    Take a look. Maybe you'll see the same type of similarities as I have from your screenshots.

    scirra.com/arcade/action/1367/dream-enders

  • One, two, skip a few... Version 6 ALPHA.

    What's changed since my last posting of 0.0.3b ALPHA, besides three numbers?

    Day/Night cycle. "Regen" Potions (Not health, not really...). A cave. Some rats. A bow and arrow, and possibly a shield.

    Endurance. The addition of endurance should be noticed immediately by any who have played before.

    Dream Enders 0.0.6 ALPHA was uploaded and awaiting approval. Do check it out--it's much more a game now than ever before.

  • Construct 2 crashes when you attempt to bring up the animations of a sprite. Happens to me, too.

  • I am aware of a recent bug with 0.0.3 that affects shields. It will be fixed with 0.0.4.

  • Dream Enders 0.0.3b has been uploaded to and approved for the Scirra Arcade.

    scirra.com/arcade/addicting-action-games/1367/dream-enders

  • I'm looking for a way to have Construct 2 Identify the correct sprite that the entity is from the total Family it's a part of. For example, if any of the Family of 'Monsters' enters a region, I need construct 2 to be able to identify which of the monster sprites it really is. Is it a bat, a rat, a gerbil, a goat, etc, etc... (assuming all these creates are parts of the 'Monsters' family). How might this be best accomplished?

  • Not currently. It's in the plans, but so are a great many things. You do, however, regenerate health naturally by standing still. At the moment, that's the only way.

    Thanks for trying it out. Hope you enjoy it.

  • Updated to 0.0.3 ALPHA. Check it out here:

    scirra.com/arcade/action/1367/dream-enders

  • Due to an unknown bug preventing the latest version from running, 0.0.3 ALPHA shall be delayed in it's release. I will continue on with 0.0.4 in the meantime, as there doesn't seem to be much I can do about it without knowing the cause or even what's at fault.

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  • A small Youtube advert portraying DreamEnders with its current progress:

    <center>DreamEnders Advert #2</center>

  • In the fashion of NES classics like Final Fantasy 1, Ultima 4, and Dragon Warrior 1, I am using Construct 2 to make a top-down, action/RPG hybrid with a look and feel of the old combined with elements from the new. Always under heavy development, the latest version of Dream Enders can be played here:

    <center>http://www.scirra.com/arcade/action/1367/dream-enders/</center>

    Currently, I am aware of a minor overlap problem involving trees in both the town and overworld, as well as a minor update problem while selling items. Also, while it may only be my computer/browser, the game does not play as smoothly online as it does from my hard drive. Inconvenient though it may be, I'm not aware of a remedy for this.

    Thanks for giving it a look.

    <center><img src="https://p.twimg.com/AxArauKCMAEdRls.png:large" border="0"></center>