deadeye's Forum Posts

  • Twitter seems more like a frequent-updates kind of thing. Like, multiple times per day.

    New builds and status reports for Construct aren't all that frequent. I think posting on the front page and making announcement threads is sufficient. Maybe email notification, as was mentioned in another thread.

    At any rate I don't have a Twitter account and I don't plan on getting one.

  • Another thing I noticed when I "Run" the level is that it starts with the "Player" letting off a single round, by default.

    Tick "Destroy on startup" for your bullet object in the Properties panel, under Attributes. I'll bet you a nickle that the first shot you see is actually the bullet object that is sitting in your layout, and when the game runs, it starts moving.

    It also appears that some of the monsters start moving at the "accelerated" speed, without being struck by a bullet. Is this a bug?

    It might be, but it's probably not. It sounds like an instance picking issue to me... in other words, a logical error in your events. Post your .cap so someone can take a look.

  • Thread moved to Help/Tech

    Is there another event that must be added to insure that the original speed is reinstated?

    Yes. Create a new event that reads like so:

    Condition: Chase timer Equal to 0
          Action: Set monster speed to whatever
    [/code:3e5sicau]
    
    Remember, computers are stupid.  They only do what you tell them to do.  They are completely literal, so you have to be equally literal.  If you skip a step, or put things in the wrong order, the computer won't be able to interpret your intentions properly, so be sure to mind your logic.
  • Are you using Platform behavior? If so, add "Is on ground" to your jump event.

    Like so:

    + "Jump" Button is clicked
    + Player: Platform: Is on ground
      -> Jump
    [/code:2df6wlcg]
    
    If you're not using Platform behavior then do it like so:
    
    [code:2df6wlcg]
    + "Jump" Button is clicked
    + Player is Overlapping Ground at Offset (0, 1)
      -> Jump
    [/code:2df6wlcg]
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  • Okay, as far as your bullets go, there is an easy fix: DON'T make them Solid . They don't need to be Solid. They work just fine when they are not solid.

    As for your black hearts... there is not a lot you can do about that if you want them to push the player. If two hearts push on the player from different directions, you will get strange results. The player will teleport, or jitter, or get stuck.

    There a few things you can do to fix this:

    1. Do not make enemies or bullets solid. Make only the player solid, and any walls or obstacles that do not move. As a general rule, if an enemy or a bullet is moving, then you probably should not make it solid.

    2. Use Physics instead of 8Direction on your player, and use Physics instead of Bullet on your hearts. (You will have to make them move with events.) That way they can push each other around all day and it will work properly. Physics behavior is made to have solid collisions with many moving objects, Bullet behavior is not.

    3. Write your own custom collision routines with events. This is not recommended for beginners.

    Good luck

  • Upload your .cap so someone can have a look.

  • If you're really worried then put in some security measures like checking the file size or something. If any one of your files has been messed with, don't run the game.

    Personally, I wouldn't be too concerned about it. If they break the game, they can't play it, and they have no one to blame but themselves. If they mod the game... well, no biggie. Put in a static title screen that will always show you were the original creator no matter what. It's not like people can claim they made the game then.

    And even if people are modding your game, that means that they're so interested in it that they want to extend the life of your game. It should be taken as a compliment.

    Hell, you could even be nice about it and show people how to mod your game. If you want. It's all a matter of perspective

  • I was wondering if anyone can direct me to a sample of any game or portion of a game, created using Construct, that features backgrounds that are animated in portions, and that appear to merge seamlessly with foreground scenery. Parallax examples would be good, too.

    Another thing I would love to see is a sample of a player character that appears to move in 3D space, (turning and getting smaller as he moves toward the background, larger when he moves toward the foreground, or "camera").

    Are these things possible to be accomplished without "scripting"?

    By "scripting" I assume you mean creating events in the event sheet editor. In that case, then yes you can do parallax without events. Z sorting and scaling, no you cannot.

    Would all the elements I mentioned be handled using "sprite" functions?

    Yeah, sure.

  • We get questions from time to time on how to make buttons and things. So here's how.

    So, why might it be necessary to create your own UI elements, rather than use the existing Windows controls? Two reasons:

    � The default Windows controls always render above all other elements, which can obscure the view of your other game objects

    � They're not very customizable, so you're stuck with whatever theme the player has on their PC

    � They're not scalable. If you zoom your display, the default Windows elements will stay the same size no matter what! That's totally bogus.

    (Yes, I know that's actually three reasons. So what.)

    <img src="http://i41.tinypic.com/2hyz6mf.png">

    Download:

    http://www.box.net/shared/92sapgp6lc

    Follow the text in the .rtf!

  • The animation route is a good solution to tile mapping, except it's hell when your designing your levels, because you have to assign the correct pv's to each and every tile so they display the right animation.

    Not if you create your own dynamic placement routine that checks the top/bottom/left/right edges of, say, tiled background object dummies, and places the sprites and assigns their frames accordingly.

    Or you could have each sprite detect whether it's got a neighbor on whichever side and have it set it's own frame to line up with it's neighboring tiles.

    Either way you wouldn't have to do anything except place one kind of tile per terrain type, and the map would sort itself out at runtime.

  • Not quite...

    <img src="http://i42.tinypic.com/246j5aa.jpg">

    Mmm, apple pie.

  • I wouldn't call it truly open e-mail-killer solution if it's still a service provided by one company. If there was open protocol so that anywho could create their own wave service which worked with other wave services, I would approve it totally.

    You didn't watch the whole video, did you?

    In fact, not only is the protocol open to any competing company, they demonstrate different wave clients running on different servers and communicating with each other in that video.

    One of them is even a text-only client.

  • I think it might be better if the sine behavior has a 'value only' mode, where it simply stores the value of the current oscillation. Then you could do 'always - set <anything> to self[sine].value' or something like that.

    Argh, just when I was getting the hang of using real sin and cos. You're enabling my math retardedness!

  • And people use email to send lame chain lists and spam. Does that make email bad?

    A technology shouldn't be judged by how poorly you can abuse it.

  • You can do this already, but it takes a buttload of detectors and other messy stuff. It would be a nice feature to have if it was possible to implement easily enough.

    ~Sol

    What detectors? Step into the world of Overlapping at Offset, my friend.

    Also, the platform object has conditions for Has Wall on Left/Right, Ceiling is Above, and On Ground... so yeah, you can make your own crushing events pretty easily. Either just stop the solids from moving when they hit, or destroy your platform object when it's crushed, so it doesn't teleport out of the solid due to intersecting.