deadeye's Forum Posts

  • Awesome, thank you! Worked like a charm.

    By the way, the project this is for is being submitted to the Random Video Game Name Generator contest currently going on at TIGSource. It's just about done.

    I'm thinking about mentioning I made it with Construct, as that might drum up a few users. (It doesn't use any of the fancy shader effects and looks decidedly old-school though, so maybe I shouldn't. It might give people the wrong impression of the power of Construct.)

    Regardless, I'll be sure and post a thread when this is complete. The contest ends the 24th, so I have to hustle.

  • I recall some discussion a while back about how to use containers, but I didn't quite get it. If I remember correctly it was something about attaching a turret to a tank with containers, and the whole thing moves as one.

    What I want to do now is somewhat similar.

    I've made an enemy that uses the new Platform movement features (thanks Ash ), and I have the basic, blank collider box moving around, jumping, and behaving properly. Multiple instances of this enemy act independently of each other. What I want to do is attach a sprite to each instance of the collider box. So, the box would control the movement and collisions, and the sprite is just there to make it look pretty (but still has to change animation for the appropriate action the box is doing, i.e. jumping).

    Is there a way to do this with Containers? And how exactly does one use containers? And if I'm completely on the wrong track, feel free to offer up any ideas on how to achieve this otherwise.

  • Wonderful! And ashley even gave you all those things you requested!

    I know! <img src="http://xs125.xs.to/xs125/08122/happycry956.gif">

    Hell, he even threw in gravity direction, man.

    I swear, I might have nothing to do with making Construct, but I actually feel like I do, you know what I mean? I think everyone here should. The Construct community might be small right now, but I've never seen such a phenomenon where everyone had a voice and pitched in on a project like this. I think, in no small part, that smallness has a lot to do with it.

    We few, we happy few, we band of brothers,

    For he today that sheds his blood with me

    Shall be my brother. Be he ne'er so vile,

    This day shall gentle his condition,

    And gentlemen in England now-a-bed

    Shall think themselves accursed they were not here,

    And hold their manhoods cheap whiles any speaks

    That fought with us upon Saint Crispin's day.

  • Beauty! Worked like a charm.

    The new Air Acc and Dec settings kinda threw me for a loop for a second. I was wondering why my dude couldn't change direction in midair... set them to the same as floor acc and dec and he started behaving properly again

    Than you for all your hard work, Ashley.

  • Okay, when the error occurs there are three events reported. Here they are in order:

    Dependent Assembly Microsoft.VC80.DebugCRT could not be found and Last Error was The referenced assembly is not installed on your system.[/code:6e0npcj6]
    
    [code:6e0npcj6]
    Resolve Partial Assembly failed for Microsoft.VC80.DebugCRT. Reference error message: The referenced assembly is not installed on your system.[/code:6e0npcj6]
    
    [code:6e0npcj6]
    Generate Activation Context failed for C:\Program Files\Construct 93\Plugins\Runtime\PlatformMov.csx. Reference error message: The operation completed successfully.[/code:6e0npcj6]
    
    Is that what you're looking for?
    
    Edit:  Blargh, beaten like a stepchild
  • No, it should be OK to have different Construct versions installed - I have the last few builds installed so I can check bugs out over builds. MSDN says error code 14001 means:

    [quote:1n5dmges]The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log for more detail.

    ...which is odd. Are you on Vista? Does anyone else get this problem? Can you check the application event log like it says and see if anything useful is in there?

    Um... how do I check the application event log?

    And no Vista here, I'm on XP, SP2.

  • It was just the text when testing from the IDE, but I exported an exe and got this error upon running it:

    Runtime error
    Failed to load plugin C:\Documents and Settings\Jason\Local Settings\Temp\cap158.tmp\4.csx (14001)
    [/code:gkvtc2lm]
    
    Edit... I do have more than one version of Construct installed on my computer, would that mess things up at all?  They're all installed in different directories in my Program Files folder, but maybe there are some registry entries that are conflicting or something?  I dunno.
  • This new interface is looking pretty slick

    But alas, I can't seem to get the new platform movement to run. I get the error "Failed to load plugin PlatformMov.csx." I was able to load an old .cap with platform movement just fine, and I'm able to create new objects with platform movement, but I can't run them.

  • Unbelievable update! Bravo, sir. I can't wait to try it out.

    Also...

    downloads.sourceforge.net/construct/Construct093.zip

    Platform movement behavior:

    Improvements to Platform behavior:

    * Holding both left & right does nothing

    * No bunny hop jumping (only one jump per pressing key)

    * Changeable jump strength, jump sustain, gravity and speed at runtime

    * Changeable gravity direction and strength

    You were listening! You tease! There aren't any appropriate emoticons on the forum but it goes something like

    The part about the changeable gravity direction is especially ace. Keep up the good work!

  • I mainly want to prevent having to recode many separate layouts down the line if I realize I want to change a particular mechanic. Perhaps there's another way I'm not seeing?

    You don't have to worry about recoding lots of different layouts. Construct has separate event sheets that you can re-use. For instance, you can do all of your controls on one event sheet, and then in your level layout's events right click and select "Include Event Sheet" and pick your controls.

    To create a new event sheet, select "Application" in your project tab, then click on "Add/Edit" under Manage Event Sheets in the application properties.

  • Just ignore that post (btw, my comment wasn't even directed towards deadeye, I was just saying people here in general).

    Okay then, I'm sorry I assumed. I just don't want there to be any hard feelings. It's not my intention to make enemies here.

  • However, people have been shooting down bug and feature requests recently due to some sort of feeling that Construct won't have x support if Ashley fixes or adds y.

    It wasn't "some sort of feeling." I clearly explained my reasons, and they weren't without merit. I wasn't arguing just to argue, you know. So please don't take it personally because it's nothing against you.

  • They override sprite rotation. If you only had a sprite drawn for angle 0 and told Construct to change the angle to 180 when going left, then your sprite would be upside down. Making a sprite specifically for 180 degrees counters that.

  • Well, the "set ignoring input" and "stop ignoring input" are just in the .cap to keep the character from moonwalking when both keys are down. It's a side-effect of the default platform movement. If you're making your own controls then you probably won't have to worry about it.

    But just in case, you can assume it's moving when the move keys are down. That would be the most simple way.

    Or you could put in a couple variables called "lastX" and "lastY." Before your movement routine, put the player's X and Y coordinates in them. After your movement routine, check the player's X and Y coordinates against them. If they're different, the player has moved. If X is bigger than lastX then the player has moved right, and if Y is less than lastY then the player has moved up, etc.

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  • Wow, I hadn't thought about that. It's entirely likely that you'll get more negative reviews than positive ones what with all the drama going on a while back, at least until 1.0 launches and the user base spikes. It's sad to think that there are passive-aggressive cowards out there who have nothing better to do than anonymously bash on something that doesn't affect them at all.

    And don't worry about it. There's nothing wrong with Construct that time and testing won't cure. I'd consider taking Construct off those sites until after you launch 1.0 though, if that's possible. Wait until there are a couple polished Construct games out there, and let people judge for themselves what Construct can do. Once there's some content to back Construct up it'll be pretty difficult to say it's a poor program, and anyone who does will look like an idiot.