Cybergod's Forum Posts

  • Hrm ok trigger once interesting but If I wanted the door to close after he passes, trigger once will not be an option I was thinking something like on collision, open door then when player is not in collision, close it again by either playing the animation sequence backwards if doable or maybe making a new animation sequence?

    Thx for your help so far korbaach...

  • Ok, am having a new problem I can not figure out.

    https://www.dropbox.com/s/9bhlc3gp9qmk1 ... .capx?dl=0

    When the player box collides with the door, the door animation should start at ANIMATION=0 and run through animation to ANIMATION=7. It should also play a sound.

    What is happening is that I run the player into the door and NOTHING happens. I can not seem to debug the issue either. Any help appreciated pls.

  • I see a huge problem with this Signaling server thing. First of all, your locking down people to ONLY use your signaling server and it's communications protocols. Secondly, in LAN environments this may cause issues. What if I would like to have a turn based game. A player connects via internet to a "Game Server" which in reality is a database with sockets, that saves all the data from the players gameplay. Also how about an MMORPG, how would this be made in Construct 2? Im not saying a 1000 user game but usually gameservers keep the hardcore data such as position points, character data, npc informations etc etc etc.

    Is there any way of running say your own game server with Construct 2 or are we basically locked down to Construct 2's rule?

    If there is a way to run your own gameserver database or however you see it, please let me know.

  • Yes just figured it out myself LOL.

    Thx though.

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  • Ok you guys are probably getting tired of my questions thus far <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

    https://www.dropbox.com/s/qjt80i0uspm4p ... .capx?dl=0

    I am trying to press button to go to different layouts, use the "esevents" as a sort of goto layout.

    Basically event driven game.

    Have a menu where you load, save, play, quit (all games have em)

    If play goto esevents this will load level1, hud, data etc (Sort of a game loop)

    Then head on over to level1 on layout, background etc. (Here is the visual level)

    Everything works dandy until I go to the level1 layout where you should play the game.

    It pulls the hud layout and puts it on top of everythign and just looks dumb at you.

    What or where am I going wrong here?

    Thx for bearing with me on my edumakation <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

  • Is this what you are looking for

    https://www.dropbox.com/s/py06v3luwfeot ... .capx?dl=0

    It just follows the player and counts down to show its working.

  • Sort of but when the text just disappears and no debuging will even have a slightest hunch and when you search for UI or text disappearing problems on character movement you get a bit stumped. It must have happened to someone before me?

    And when you look for a problem trying to figure it out (new to this environment and model of game design) you can get frustrated. I come from a line of pure coding, not visual design so takes some getting used to.

  • Wow ok Im speechless. For causing a non debug fault the Construct team really need to look into fixing that problem. Thx for sorting out the obvious. Hopefully if someone else has this same problem it will be easily found.

  • https://www.dropbox.com/s/kghflvlc89t34tg/ui.capx?dl=0

    Ok as soon as I move, the X,Y location dissapears. I can NOT figure out what the heck is wrong, is it a bug???

  • Yes Minor you hit the nail on the head or however you frase it, LOL.

    Your example explains a lot of what I am trying to do. Think of the old Amiga game ELITE, <HTML>http://en.wikipedia.org/wiki/Elite_(video_game)</HTML> but in a 2D environment with a LOT more planetary data.

    Basically it's Elite on steroids. I started making this in C a few years back but got derailed with RL issues and lost my HDD in a crash so all my files disappeared and I lost interest. But, now with Construct I figured I'd give it another try. I thought it was going to be easy with the knowledge I have of C but that was NOT the case as I have discovered lol.

    Anyways yes your example is fairly easy to implement bits and pieces into my game. As a matter of fact it's AMAZING how much you can do with so little in Construct when you really know it like you do.

    Thx again and look for more questions in the near future from me hahaha.

    Thx guys!

  • Ya I see what you are saying but to do it that way is possibly not doable in larger universe.

    Say for example you have a playfield, x=0, y=y to x=5000, y=5000. A fairly large playfield.

    Now you like to have 200 planets. You want pre-defined names, so you need a list of 200 names.

    You want a random placement of the planets through plx=(1+random(5000)) and ply=1+random(5000)

    Now if we do like the above example you would have to make a sprite object, 200 of them and

    fit them in on the screen just so you can pre-define some values to them.

    This is where C++ came in handy with its classes, vectors and arrays.

    Or what do you think?

  • Well it really has to be predefined. The values should be like following,

    <PlanetName> This is predefined (Char Variable)

    <PlanetMass> This is Predefined (Long Variable)

    <PlanetX> This can be random(x) on creation of object (Integer)

    <PlanetY> This can be random(x) on creation of object (Integer)

    So basically a couple things need to be predefined and some items can be random on creation or randomly predefined.

    Hope this explains it a little better and I really appreciate the help. I understand it can be hard to understand what someone is asking just through writing.

  • Minor

    You know what, this really wont work either.

    I have been playing around with it and because you have local instances of the x,y you can not randomize the locations out. For example

    On Start Of Layout Create Object Planet at X=(random(500), Y=random(300)

    This above capx you where kind enough to through together for me will only allow you to pre-place the planets and not randomize out tyhe x & y coordinates.

    Thx for the try though, still looking at it to figure it out and will post here if and when I do.

  • Minor

    Ahh omg I thought you had to set it manually in the eventsheet

    with the

    "Set PLX to random(500)"

    "Set PLName "Planet1""

    and so forth in the Add Action lol.

    Im only about 2 weeks into Construct 2 but yah sometimes it can get really frustrating trying to convert C++ thinking into Visual Thinking hehe.

    Thx alot mate, this helps ALOT!

  • Minor

    Hrm, pretty much what Im looking for, but, where did you put the individual planet info/data???? lol.