deadeye's Forum Posts

  • wow I've been using this build quite intensively since it's release and it never crashed, unlike the previous builds.

    Really? Because I'm still getting the picture editor crash. The "pure virtual function call" from opening the editor a bunch of times.

    Other than that I think the new additions are great. The animation and event list features have come a long way.

  • Okay then I guess I'll change my vote.

    It should be left.

  • [quote:1fpvang9]Hehe, it looks like I blew up the WantedPages with my links... someone get on that

    Wikiprojects works like this <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile">... very nice article. I've made only one but it took me over 2 hours for just one little article... well, English it quite hard <img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad">.

    Yeah, it takes me forever to write them too.

    Anyway, I made another page for the Picture Editor. It has three images that need to be moved (I still don't know how to upload images to the wiki, or if it's even possible).

  • I think up is a more logical choice too, but if it were changed I'd have to edit my wiki entry <img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" />

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  • This would actually be pretty handy. I don't see any way that Construct could do it automatically, but the ability to create our own sections or folders in the object list and drag items into them would be useful.

  • I made a page for Sprite Properties

    http://www.scirra.com/wiki/SpriteProperties

    I couldn't figure out how to upload images to the wiki, so if you could move that image that'd be great <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile"> (I don't want to piss off the xs.to guy, he runs my favorite free image host)

    Let me know if there's any incorrect information or anything, too.

    Edit:

    Hehe, it looks like I blew up the WantedPages with my links... someone get on that <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy">

  • That's strange. I don't know what would cause that. It's still opening fine for me.

  • I'm still getting this crash as well. I can open the image editor ten times before it crashes and gives the "pure virtual function call" message. This is in 0.86.2

    I hadn't noticed before because I haven't been using Construct that much lately, I've been concentrating on finishing my current game in MMF <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" />

  • Right click, select your object. Under Misc, pick "Compare unique ID."

  • Check out this thread, it should explain a few things:

    http://scirra.com/phpBB2/viewtopic.php?t=321

  • That method of using detectors is a common one when restricting actions like you're doing. In fact, that's pretty much how it's done.

    If you wanted you could create your own testing routine that temporarily places an object in the direction you're pressing, and if it meets no resistance then runs the rest of the movement commands as a sub-event. It would only take a couple of events to do, so I really don't see much use in creating a whole new collision condition type to take care of that.

    But hey, it's open source. Maybe someone will come along and implement it <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • The short answer is you won't be able to do what you want with the physics object right now. There have been a few suggestions to improve the physics made that would help with that, but they're not yet implemented.

    As for the ≠, you right-click on your condition and select "Invert condition."

  • Apparently that's what the Containers are for. I haven't messed with them at all, but you're supposed to be able to put your gun into your player's Container and it will move with it.

    I'll fiddle around with it some and see how it works.

  • To make something turn-based (like your card game) you just have to limit what actions can be done at certain times. This all depends on how you set up your conditions.

    For instance, if it's player 1's turn, obviously player 2 shouldn't be able to move his cards around. So add that to your condition with a variable like:

    -> M&K On Left Clicked on Family "playerTwoCards"

    -> System Compare "playerTurn" Equal to "1"

    + make an error sound

    There's nothing built in to Construct that automatically allows for turn-based play, you'll have to create it. Just as there's nothing that automatically allows for destroying an alien ship and adding points to your score. Those are game rules that you have to define manually.

    The best thing to do is plot an outline of how your game will work on paper. What are the steps you need to take during a turn? What defines the end of a turn? What information is it necessary to keep track of? Player health? Number of cards in the deck? Number of cards on the field? Create variables for these things as you need them to keep track.

    Even though Construct doesn't use a programming language, it still requires a programming mindset. Does player one click the "End Turn" button? Then set "playerTurn" to 2, and do whatever else is necessary to set up for the next turn.

    Good luck.

  • It's pixel shader 2.0 only. Sorry, I can't play your game.