deadeye's Forum Posts

  • It's more likely a problem with the FPS counter. I remember reading someone else was having trouble with it reporting wildly inaccurate results recently.

    Anyway... post your .cap!

  • Wow, looks promising . Looking forward to seeing more of this.

    I like how they're just fighting by the side of the road, too. Must be quite a strange sight for the people driving by

  • If I recall correctly there is a way to do this using Python. I'm no Python expert though, so I couldn't even begin to explain how . As for events, no... you'll have to pick the object by it's UID in a condition like everything else.

    + Sprite: Unique ID is whateverValue
        -> Set or Get Sprite.X
    [/code:3kssq59o]
  • It looks like you have the expression to call your length variable written incorrectly. It's written in your length field as 'vypnuto' when it should be showing Elektropole.Value('vypnuto'). Also, I don't believe you have to stop the timer in your On Timer trigger if you've set your timer to No Repeat.

    There used to be a bug in the Timer behavior where you couldn't start the Timer again from an On Timer event, but it was marked as fixed. It could be that it's not 100% fixed.

    At any rate, it's easy to set up your own timer, so you may want to consider doing that. I have an example here if you'd like to take a look:

    http://dl.dropbox.com/u/529356/customtimers.cap

    v0.99.83

    I've commented it so you can see how it works. It uses TimeDelta though, so if you're not familiar with the expression then I'd recommend checking out the wiki article.

  • Yep, it's a picking issue. Try using the rock1 object's Spawn action to make the particles instead of the System: Create action.

    For more information on on conditions, picking, and the Selected Object List, check out the wiki:

    http://sourceforge.net/apps/mediawiki/c ... ct_picking

  • I'm guessing it's a picking issue. Post your .cap, or a screenshot of the events so someone can have a look.

  • Uzalu, I put together a simple test cap that might give you some ideas on how to do the picking and other stuff. Obviously the movement isn't refined at all but it might help out a bit.

    http://dl.dropbox.com/u/529356/spacebattle.cap

    v0.99.83

    I didn't bother commenting it so if you have any questions feel free to ask. Also this isn't necessarily the "right" way to do it, just one method, but it works pretty well as a simple example.

  • After a cursory glance I'm not entirely sure what's causing the crash, but I will say that you have a lot of unnecessarily complicated events here. Things like splitting up what could be one event into several smaller ones, unnecessary "For each" conditions where they don't need to be, coupled with Trigger Once's that aren't doing anything special, and some .count comparisons that are equally useless. It's kind of hard to follow your code enough to track down the root of the problem because it's all over the place. I mean no offense by this, mind you... I understand that you're new to this and all so I wouldn't really expect you to be an expert or anything yet.

    I think perhaps you you might just be bringing old habits over from MMF? Construct works a bit differently. You don't need to go overkill on trying to select instances. You could streamline this down a whole lot, probably into one for each loop and a couple of aim, shoot, and collision events. I'd recommend taking some tutorials if you haven't already, and just experimenting with Construct for a while until you get the hang of it, before jumping into making a full on game. I will say though it's not bad overall for your three day anniversary .

    Also, using Ball behavior on your ships probably isn't the best choice. Try Bullet, or Custom Movement.

  • There's a better object list in the project bar, and in that one you can have folders..

    Right, but you can't drag stuff out of it onto the layout, or copy from it . At least, not yet.

  • Great, I fail to do the timer settings, because all the tanks rotate at the same time. I know it has something to do with the "Turn" Private variable. The link to the cap is still the same.

    Your event is picking all of the Tank instances. If you want each on it's own timer, then you should give each it's own timer.

    Make a "myTimer" private variable. On start of layout, do "For Each tank -> Set 'myTimer' to random(however long)."

    Then in the main movement loop do "For Each tank -> subract from 'myTimer' whatever amount." Then when the tank's timer is less or equal to zero, give the turn command and generate a new random amount for their timer.

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  • Game art as it relates to Construct (such as how to import and best optimization practices, etc.) or art in general?

  • It would help if we knew the method you're using to move your enemies. Perhaps you could post a .cap?

  • It's not "wrong" if you want the last sound to finish before stopping

    And if you do want it to finish immediately upon releasing the mouse button, then just take the condition out entirely. Like I said before.

  • Show Object Tree is an unfinished feature.

    As for getting the object window back... yeah there should be a button or menu item for that

  • Yes, for important sounds that you want more control over it's a good idea to load them in a channel. And it's also a good idea to reserve that channel so no other autoplayed sounds will choose it and interrupt your stuff.