deadeye's Forum Posts

  • Might as well go with custom movement behavior.

    How is that helpful?

  • Whoa, that's really weird. It's definitely a bug. I never noticed it before because at higher speeds the variation in speed is a lot less. But I just tested it and yeah, it does actually fluctuate a lot.

    Do you want to post the bug report, or should I?

  • Portugal, I believe what you're requesting here is path behavior, and if that's the case then both madster and linkman are working on thier own behaviors for it. Or at least they were. Or were going to. Something like that.

    The thread is here in Feature Requests, just a couple threads down from this one.

  • If you were really worried about impurities in your food then you wouldn't be eating food. There's impurities in everything, even the most wholesome sounding organic stuff. The whole "there's blood and pus in milk" is a fact yes, but it's also a scare tactic used by the PETA crowd. Guess what, there's cow's blood in your steak too! OMG NOOOOooo

    Anyway, cow's milk is fine unless you're lactose intolerant. Like me. Then it's pretty much a hateful poison that makes your guts explode.

    Oh and I prefer vanilla Silk to Rice Dream.

  • Still in Construct 2 I think this should be changed, since it is fairly ambiguous. I guess there could be a separate variables list for a family.

    ... We need an emote for forehead smacking

    That's such a simple and useful idea you can't help but think "wow, it should have been that way from the start." Live and learn, I guess

  • > you could also use platform behavior, set ignoring input on create and set vertical and horizontal speeds.

    >

    > Make sure to set air deceleration to 0 in the platform behavior options.

    >

    I don't think this is a very good way to learn how to use Construct well.

    Actually, I've made grenades that way.

    But yeah, if you just need a bullet that arcs towards the ground, why not just use Bullet behavior, spawn it at the angle you want, then every tick you turn it a little bit towards the ground?

  • no ... filtering setting should EVER yield a diagonal discontinuity in mapping.

    Well I for one didn't say it was, I was just saying his screenshots were blurry

    Okay, okay, so I was off topic!

  • I guess you missed the part about Containers...

    If you want your sloth and your sloth's collision box to be "together" like in my tutorial, you need to add the collision box object to the sloth's container, and you haven't done that.

    I suggest you read up about Containers on the wiki:

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

    With that in mind, go over the part about how the Doomba is made again and you'll see how it works. If you have any more questions after that then feel free to ask.

  • Also, try this.

    Always>

    megaman: set position to round(.x) round(.y)

    You shouldn't need to do that if the filtering is set to Point.

    Which it should be. Because the screenshots are blurry.

  • I was also thinking, what is more efficient in terms of making some maps, make events to create them at start up or build them in the layout?

    In my opinion that depends on your game. If your game is going to be really long and have a lot of levels, it might benefit you to take the time to make yourself a level editor. Then you can create your level engine to use just one layout, and load levels from your map files as needed. That might be easier for you to handle than having, say, 100 layouts or whatever.

    If you're just going to have a handful of levels then you probably don't need a level editor, and using the layout would probably be easiest.

    It's just a matter of what feels right to you I guess.

  • I assume you're using something like Bullet behavior for your enemies (as shown in the Ghost Shooter tutorial). But Bullet behavior doesn't automatically support solid collisions.

    8Direction does. If you use 8Direction behavior on your sprites (be sure to set the user control to "ignored" with an event) and make them Solid, then they will automatically push out of each other if they're overlapping.

    Platform, Ball, and Car behaviors also automatically handle solid collisions. Custom Movement behavior can use actions to tell it how to handle solid collisions. Physics behavior has solid collision too, but it doesn't use the Solid attribute to collide with, rather it only treats other physics objects as solid.

    You could continue to use Bullet behavior, or move them yourself with your own events, but you would have to create your own collision events as well to tell your enemies to push out of each other when they overlap. But, eh... it's just easier to use 8Direction, so why not?

    By the way, you'll probably want to make the collision masks for your enemies a perfect circle if you're going to use 8Direction, you'll get more natural looking crowd behavior out of them that way. If they're rectangular or irregularly shaped then they might get stuck on each other in weird ways.

  • It doesn't really matter if Doom has hidden objects existing off the game world map. That game is a million years old and is a really bad example. And just because they do it doesn't mean it's efficient.

    In my opinion a better solution for Construct 2 would be to have an asset library where all of your objects existed and didn't have to be sitting on the layout in the first place. The object bar could be refitted to perform this duty. You could just keep objects there if you didn't need them in the layout. Game Maker does this, and so does Unity, and it's not only easier to manage your assets but it just makes more logical sense. (And just to be clear I'm not saying it should be a global asset library or anything, it should still function on a layout-by-layout basis for the purpose of loading and unloading resources at runtime.)

    Sure, it's not really a big deal to check "Destroy on startup" or make events to destroy objects outside the layout, but it's not exactly intuitive or user friendly as evidenced by this thread and others. This isn't the first time there has been confusion about this issue.

  • Just tick the "Destroy on startup" attribute on any objects you don't want hanging around at startup. You will still be able to create other instances of them no problem.

    It might seem cluttered having things hanging around in the layout like that, but they have to exist somewhere. Perhaps in C2 there can be an "Object library" or something that you can store objects in and just pull them out as needed, instead of sticking everything in the layout (I am feature requesting this )

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  • Then the only thing I can think of is that there is some kind of system or hardware issue. I don't know what it might be though. I'm sorry

  • Added a comment to your bug report...