deadeye's Forum Posts

  • This should probably go in Help/Tech

    Anyway, you could try something like this:

    +For Each dot
    +enemyDot is within # pixels
    -Set dot.closestEnemy to 999999999
    -Set dot.chaseMode to "On"
     +For Each enemyDot
      +Distance to dot is Less than dot.closestEnemy
      -Set dot.targetX to enemyDot.X
      -Set dot.targetY to enemyDot.Y 
    
    +dot.chaseMode = "On"
    -Move dot towards (dot.targetX, dot.targetY) (or however you do it with rts movement, I don't know, I'm not on my Construct computer right now)
    [/code:15jglt7f]
    
    This will insure that the enemy dot with the shortest distance will keep their target coordinates in the first dot's targetX and targetY variables.  Then you just move the dot towards that.
  • Think it out logically. Begin with small steps. When tackling a complex problem, always begin with the simplest thing first, then once that's done build on top of it with the next step. There are no quick answers to things like this.

    1. First, create a sprite.

    2. Now you want to make it move. There are several ways you could do this. You could give it Bullet movement, or you could manually update it's x, y coordinates. Have it move in a straight line, and then when it hits a wall, make it turn around and go the other way.

    3. Now that it moves back and forth, you want to have it stop at the edge of a ledge. The best way to do this is to make an invisible barrier that it can bounce off of. When it overlaps the barrier, it turns around.

    4. Maybe you want to have gravity so it falls off a ledge. Make your sprite move down 1 or 2 pixels every cycle.

    This can cause your sprite to get stuck in the ground. Make a loop that moves your sprite 1px up when it's overlapping the ground to push it out.

    5. Now you want it to follow the player when it "sees" it. You could do this by making the sprite detect when the player is within a certain distance.

    6. Now that it is aware that the player is within a certain distance, shoot an invisible object toward the player. If it hits the player, then the sprite "sees" the player. If it hits the background, the sprite does not see the player.

    7. Now if the sprite sees the player, make the sprite turn and face towards the player (similar to making the sprite turn around when it hits a wall).

    8. Making the sprite shoot the player is up to how you want the sprite to shoot. Do you want it to shoot at regular intervals? Do you want it to shoot a constant stream of bullets? Maybe you only want to shoot when the player is on the same vertical level as the sprite. Who knows? It's up to you.

    There... those are the basics. This doesn't cover things like acceleration and such. Your gravity will be linear instead of "y pixels per second squared," but you can ask for help with more natural gravity once you have basic gravity done.

    Edit:

    If you ask for help with one of the steps, I want to see a .cap showing that you have completed all the steps leading up to it or you'll get no response from me.

  • Here's a list of songs you could use:

    1. Talking Heads - Once In A Lifetime

    2. Devo - Whip It

    3. Dead or Alive - You Spin Me Right Round

    4. A-Ha - Take On Me

    Heh, just kidding

    Seriously, what do you mean by a "list" of songs? What specifically are you trying to do?

  • Megaupload tells me the first file is unavailable. Also, Megaupload sucks. Try http://www.mediafire.com/ , they don't make people wait 45 seconds to download something.

    The second file uses PS2.0, so I can't open it.

  • Um, just one more thing about the music, now that I think about it...

    If you're going to go with more technoey sounding music, then the nature theme for the background graphics really doesn't fit. I'd either go with a more industrialish or futurey style of art and ditch the wood textures, or switch to music that's a little more mellow and soothing to fit with the forest imagery.

    Edit:

    Sorry for the double-post.

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  • I agree with Vrav, it's a pretty neat concept. Some of the obstacles could use some refining, like the dominoes, but I'm sure you'll have all that sorted out when you start getting into making the full game.

    I'd like to see some chain-reaction type puzzles in this, where you have to work through complex puzzles like a Rube Goldberg device or something. Something with multiple steps, like you have to a push a box onto a teeter-totter, push another onto the other end, launch the first one to a higher platform to knock over some dominoes which then flips a switch to open a door, or something like that.

    I also really dig the opening credits. Very creative. The only thing I really didn't like about the game was the song. Have your friend do a mix with no voice samples...

    ATOMIC

    ENERGY

    EVERYWHERE

    DEET DEET DOOT

    Ew

  • You know you want that on your Sprites

    That does look pretty sweet

  • http://kpbotbot.hostsnake.com/files/remake.zip

    well theres no ball yet, and the 3d boxes are not yet polished..

    Correct. There's no ball. And hence, no game to try out. The total sum of interactivity with remake.exe is "Run program" and "Quit program."

    I understand you're excited about learning Construct. That's totally cool. I have to wonder, though, why you keep posting things like this.

    Don't get me wrong, it's okay to post things here. By no means am I saying you shouldn't post your stuff. But please, make it worthwhile. What you have here is a bunch of random boxes falling down the screen. That's not a game, or even a demo. There's really nothing we could give feedback on.

    The point is you don't have to blow your load every time you get excited. If you're uploading something it should be for a small handful of reasons:

    1. To demonstrate a new technique (post .cap)

    2. To help someone with a problem (post .cap)

    4. To get help with a problem (post .cap)

    4. To get feedback on a work-in-progress (post .exe)

    5. To play your finished game (post .exe)

    Personally I have close to a hundred .cap files I've made over the past few months sitting in various folders. Tests, code practice, experiments, backups, whatever. And those are the ones I've deemed worth keeping. I'm sure most people here have much the same thing. I've only ever posted a handful of things though, and it was for one of the reasons above. Nobody's going to be interested in how I can make a cube rotate with the mouse, because if they were they'd do it themselves. Much the same way that watching some boxes fall down the screen isn't all that exciting.

    So what I'm trying to say is take it easy. Do some good, solid work on a project or two before posting your results. If you need feedback, give us something to test out. You've been hopping around the forum like a caffeinated squirrel since you joined up. Dial it down a notch.

    It's not my intent to offend you and I hope you take this constructively.

  • Hey look, I get to say no to this thread twice. Now that's a happy birthday to me.

  • You haven't posted what problem you're having, just that you want to do "stuff." You might as well post "I want to make a game."

    Be more specific. What about your AI isn't working? What methods have you tried to keep your enemies from walking off ledges?

    And if you're just asking "how do I make this" then I'm sorry, but that's up to you. If it's broke then someone might be able to help fix it, but you should at least try some things out first.

  • Go to layout 1.

    In the Layers tab, highlight Mouse&Keyboard. Hit Ctrl-C.

    Go to layout 2.

    Click in the layout and hit Ctrl-V.

    Oddly enough, it makes an icon in your layout for Mouse&Keyboard. It won't render at runtime, though. Just move it out of your way.

  • Don't just add it... that'll make a second Mouse&Keyboard object in your app. Copy it over from the first layout.

  • Are you certain that all of the objects you need are in the layout? If you're using Mouse&Keyboard you will need to copy that over too.

    Also check that movement settings haven't returned to default after being copied over to the new layout. (I know off the top of my head that world gravity for physics movement is one that resets to default when copy-pasting to new layouts.)

  • Your mediafire link doesn't work.

    Also, event sheets aren't something that can make global, so your request doesn't make any sense.

    If you want to use an event sheet in a different layout, go to that layout's event sheet and Right Click -> Select "Include event sheet"

    Edit: Argh, beaten

  • Okay, I've been working on making tiles for my game and I've come across a few problems. Here are the example .caps (tileglitches.rar):

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

    I'm making my sprites and backgrounds with pixel art and scaling it up for a chunky, retro look. I've made all my background tiles with Tiled Background (go figure) but when they scale up they have some graphical glitches. It seems that they're x, y offset is going haywire, so the Background Tile is jumping one pixel to the right or up when scrolling.

    Take a look at the "640 zoom glitch.cap." Right off the bat you should see a little sliver of pixels to the left of the pipe. This sliver is actually the right-hand edge of the pipe being wrapped around to the left edge when it shouldn't be. Now take a look at the row of square tiles underneath the player. Run back and forth from there to the corner and you will see the row of tiles shifting up and down by one pixel.

    Now take a look at the "fullscreen glitch.cap." This is in 320x240 fullscreen mode with no screen zoom. From where you start, jump up and down using Z. The tops of the pipe ends glitch out by 1 pixel vertically when the screen scrolls. This happens in windowed mode too, but it's not as easy to see. It's not as glitchy as 640x480 zoomed in, but a lot of people's monitors don't support 320x240 mode.

    If you switch to 640x480 fullscreen resolution and set the screen zoom to 200x200 you get a similar effect to the windowed "640 zoom glitch.cap."

    But wait, there's more... If you have a sprite set to "Center view on me" as I do with the purple player sprite, then zoom the view at runtime, it only scrolls to the object properly if "Unbounded scrolling" is checked for the layout. Open the "640 zoom glitch.cap" and uncheck "Unbounded scrolling" to see what I mean.

    And last but not least, I've found that copy/pasting several objects in a row (sprites or tiled backgrounds) will eventually corrupt the IDE UI (it starts by making all the icons in the layers tab go haywire) and crash Construct. I don't know if there is a specific number of times you can copy/paste something before this happens, but I'll do some more testing and let you know. I had to save, quit, and reload Construct about three or four times at the first sign of UI corruption while placing all those tiles to keep it from crashing.

    Whew... that's it. Sorry for the long post and dumping all this at once.

    Edit: Submitted to bug tracker.