deadeye's Forum Posts

  • Paranoid much? Apparently you don't hang out on game making forums all that often, because people are uploading and downloading exe's all the time. Construct exports exes. If you want to play the games, you have to run the programs.

    Any good virus scanner will catch a program that's messing with your system files. The better ones have heuristic detection to catch malicious code hiding in an executable waiting to go off. If you're really that nervous, get some decent virus protection.

    Or, as they say, "the best form of protection is abstinence." You could just not play the games.

    And when I do have a finished game no, I will not upload the cap. It's private. I don't want people stealing my art/resources/code or rebranding it to eBaum's World or something. I'll release my source on examples and tuts, but asking for caps only is asking too much.

  • Not bad, guys. Could use a little polishing, but it's a pretty solid system. With a little dash of momentum thrown in you could get rid of the jerky start.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • You might want to check the order of your events. If you have an event that switches your sprite to a different, single-frame animation that is being run before checking for left/right input and switching to "running" then when your "running" animation comes up it will always default to frame 1. For instance, putting your "change animation to default" action into an always event at the start of your animation routines will do this, but there are other ways as well. Just double-check that there isn't anything triggering an animation change prior to your running action that might be overriding it, and condition it accordingly.

    As for the sprite changing size... I don't know what could be causing it. I've never encountered it, and I've never heard of it happening. Maybe you could upload an example of what's happening so someone could take a look at it?

  • There's always OpenOffice. It's a free MS Office like suite of apps which can import Word docs.

    But why run the risk of making someone download a program they might not even want? HTML is a much better solution. Everyone has a browser.

  • Not that I need a beginner's tut, but maybe you should do that in html. Not everyone has Microsoft Office.

  • Is there a way to retrieve last key pressed, in order to store it on a variable and so allow the player to configure the keys?

    It's the very first item on Ashley's to-do list:

    http://scirra.com/phpBB2/viewtopic.php?t=422

    ...and apparently it's right next to this:

    allow two movements to use separate controls

    Which I'm guessing is another way of saying:

    some kind of p2 flag

    And I totally missed it

    So work3, I suppose you could just wait until Ashley has the 2nd player control thingum set up, unless you're really itching to write your own custom controls.

  • is there some kind of folder like structure for displaying / undisplaying sections of code?

    Yeah, basically. Any events you put into a group can be collapsed down to just one line in your event sheet.

    Another benefit of groups is that you can activate/deactivate them at runtime. Say you have a bunch of events that you only want to run at a certain time, like inventory menu controls or something. You can have them deactivated most of the time, but when you open your inventory menu you disable your play control group and enable your menu control group.

    Another good way of sorting your code is by including separate event sheets. This is what my main event sheet looks like:

    <img src="http://xs124.xs.to/xs124/08065/event_sheet411.jpg">

    There are no events... just includes to other event sheets. Each sheet has a specific purpose. This keeps things tidy and modular... for instance, if a level doesn't have the shotgun enemy in it, you can just leave the "Enemy - Shotgun" event sheet out. If a level has moving platforms in it, just include the sheet that runs your platforms, etc.

  • I was hoping I there was some kind of p2 flag somewhere.. ah well..

    Now that's a feature worth suggesting.

  • Short answer: You'll need to code your own custom movement.

    Long answer:

    Since using the default controls will control both players if they have 8Dir movement, and you'll have to write custom control events for player 2 anyway, just ditch 8Dir movement and give each player Bullet movement.

    Now set up your player 2 controls and call them "p2 Up" and "p2 Down" and such. Then start writing custom control events:

    +Mouse&Keyboard "Move Up" is down
    [ul]
    	[li]p1Sprite: Set angle to 270 degrees[/li]
    	[li]p1Sprite: Bullet: Set speed to 200[/li]
    [/ul]
    +Mouse&Keyboard "p2 Up" is down
    [ul]
    	[li]p2Sprite: Set angle to 270 degrees[/li]
    	[li]p2Sprite: Bullet: Set speed to 200[/li]
    [/ul][/code:81fd07a7]
    
    This is a very basic way of setting it up.  You'll have to get more complicated for multiple keypresses:
    
    [code:81fd07a7]
    +Mouse&Keyboard "p2 Up" is down
    +Mouse&Keyboard "p2 Right" is down
    [ul]
    	[li]p2Sprite: Set angle to 315 degrees[/li]
    	[li]p2Sprite: Bullet: Set speed to 200[/li]
    [/ul][/code:81fd07a7]
    
    You'll also need conditions that compensate for conflicting keypresses.  Obviously, if the player is holding [i]both[/i] the left and right keys at the same time, you don't want to be setting the angle for both of them:
    
    [code:81fd07a7]
    +Mouse&Keyboard "p2 Right" is down
    +[Inverted] Mouse&Keyboard "p2 Left" is down
    [ul]
    	[li]p2Sprite: Set angle to 0 degrees[/li]
    	[li]p2Sprite: Bullet: Set speed to 200[/li]
    [/ul][/code:81fd07a7]
    
    You'll also have to take into account stopping:
    
    [code:81fd07a7]
    +[Inverted] Mouse&Keyboard "p2 Up" is down
    +[Inverted] Mouse&Keyboard "p2 Down" is down
    +[Inverted] Mouse&Keyboard "p2 Right" is down
    +[Inverted] Mouse&Keyboard "p2 Left" is down
    [ul]
    	[li]p2Sprite: Bullet: Set speed to 0[/li]
    [/ul][/code:81fd07a7]
    
    Again, this is a very basic example, and doing it this way would mean you have to code events for all possible keypress combinations to avoid being buggy.
    
    A more advanced (and more efficient) technique would be to use the control keys to perform a series of checks to see if the inputted movement is logically valid, and move the player in a secondary event based on the results of those checks.  For instance, holding left and right makes no sense playwise.  So if the player is holding left, right, and up then your control engine would discard the input for left/right and give the result of "up."  Then the movement engine would pick up that result and the player would just move up.
    
    It gets even more complicated if you want to take into consideration things like acceleration/deceleration or the way the 8Dir movement gradually turns the sprite toward the new direction.  It is possible to replicate all of this, but it would take a lot more work.
    
    Good luck!
  • ...i have no idea what you are talking about.

    It is a mystery to me as well.

  • Have you been cutting and pasting objects? There is a bug fixed in the next build where if you cut the last instance of an object, then paste it, the object becomes corrupted.

    Ah, so that's what does it. I occasionally have this problem too. I've just gotten into the habit of making sure my icons were all correct before saving.

    And work3, it does cause problems down the line. Your object picker will just get more and more jumbled up the more objects you add. You can still pick objects by their name though. And last I checked, trying to edit the icon of a messed up object results in a crash.

    It's best if you have an uncorrupted backup you can revert to.

  • He should really lean forward when he runs since he can run so fast. Also, If you collide with a wall, he accelerates slower when you run the other direction. he kinda stops for a while.

    Noted. As for the sticking to the wall thing, I think I know a way to fix that. Also, my girlfriend said he kinda jumps like a pansy, and I guess I can see her point. Looks like I'll be revamping the sprites after all.

    It happened two times for me that i opened the game, ran straight forward, fell a little bit, and then the game just crashed. It happened two times out of four. Is this happening to anyone else?

    Oh man, that sucks It's never crashed on me. I hope this isn't a major issue.

    In the square bear screenies you have flowers out on the edge of the 3D boxes. Did you manage to make them move realistically, and stay in place while the 3D box is doing it's magic?

    Yep The flowers are also 3D Boxes, with the flower on the front face and the other 5 sides transparent. That way it's basically a sprite, only it stays in perspective with the other 3D Boxes.

  • That sprite is pretty good, it's easy on the eyes. Adding a fourth frame could make it a lot smoother though depending on what your goal is for that sprite.

    I'm considering doing that, especially after seeing it in-game. It doesn't seem to read as well in motion as it does in a .gif.

    Anyway, I *think* I've perfected my platform movement (well, as close to perfect as I'm gonna get). I took the default platform movement and fixed it so there's no skating or pogo-jumping. I added in detectors and pvt variable toggles so the engine could tell the difference between jumping, falling, standing, and running. There are a few other minor little tweaks as well just to smooth things out.

    Here it is:

    http://www.mediafire.com/?1mwz1drlmbz

    Jump with Z. There's also a debug key (D) that toggles the detectors on and off so you can see them at work (not that there's much to look at when they're on).

    As always, feedback is appreciated. Does he move to fast/slow? Is the jumping too high/short? Is the animation speed okay? Also, I encourage people to try to break it in case there are bugs I missed. (I know of one very minor bug that's hard to reproduce and doesn't really affect gameplay, but I'll keep it to myself in case no one catches it).

    The next step is to start on the main gameplay feature, which is being able to change the solidity of different colored platforms.

  • This thread title is misleading... these are fruit in underwear! I want my money back.

  • Ah, I see. I suppose it would be handy to add movements to families as well as objects.

    I know that Ashley's added private variable support for families in the latest build, so there is a workaround... perhaps you could re-write the engine to convert private variable information into force for individual objects? Kinda like:

    [Throwable (Family)]

    • Stone
    • Box
    • Other Stuff

    [Stone (Pvt. Variables)]

    • forceAdd
    • selected

    [Box (Pvt. Variables)]

    • forceAdd
    • selected

    etc.

    Then instead this (which is what you have now):

    + On Left Clicked on Stone
    [ul]
    	[li]Set 'selected' to 1[/li]
    [/ul]
    + On Left mouse button Clicked
    + Value 'selected' equal to 1
    [ul]
    	[li]Set force 12000 toward (eye.X, eye.Y)[/li]
    [/ul][/code:32qsmzjw]
    
    You could do this:
    
    [code:32qsmzjw]
    + On Left Clicked on familyThrowable
    [ul]
    	[li]Set 'selected' to 1[/li]
    [/ul]
    + On Left mouse button Clicked
    + familyThrowable.Value('selected') equal to 1
    [ul]
    	[li]Set familyThrowable.Value('forceAdd') to 12000[/li]
    [/ul]
    + Stone.Value('forceAdd') Greater than 0
    [ul]
    	[li]Set force Stone.Value('forceAdd') toward (eye.X, eye.Y)[/li]
    	[li]Set Stone.Value('forceAdd') to 0[/li]
    [/ul]
    + Box.Value('forceAdd') Greater than 0
    [ul]
    	[li]Set force Box.Value('forceAdd') toward (eye.X, eye.Y)[/li]
    	[li]Set Box.Value('forceAdd') to 0[/li]
    [/ul][/code:32qsmzjw]
    
    Hope that makes sense.  Now get back to work! <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" />