dfyb's Forum Posts

  • Well you said your using animation playing... how long's the animation?

    right now just placeholder 1 frame animations showing whether the ball is behind held or not, but yeah i think your idea will probably work.

    thanks

  • We're going to try and have a revamped control system - supporting standard controllers - for 0.99. However, as Xbox360 controllers are a separate API they will have to be done via a plugin.

    awesome -- really glad to hear this, as right now i'm using joy2key. will the revamped control system by chance make it easier to support multiple players? i'm doing a 4 player game and it can be a pain getting some things working for 4 different human players (edit: and hopefully it won't be too hard to allow online play in the future).

  • what's the simplest way i could implement a delay after you catch it before you could pass it? hopefully something simpler than creating a variable and have it count down... i just need it to not let you pass it immediately. seems like a 'wait a tick' action would be useful

  • all i know is that i think it was used in the 'build a tower out of springs' example. he never uploaded a .cap though

  • +private.variable = 0

    +On control "p1_catch" pressed

    ->Catch ball

    ->set private.variable to 1

    +private.variable caught =1

    +On control "p1_pass" pressed

    ->Pass ball

    ->set private.variable to 0

    i'm already doing something similar, but with testing for 'is animation playing' rather than private variables. you'd have to switch the order in your example though, or it'd always fly through both (the order of mine apparently doesn't matter, because either way it still does it half the time).

    the odd behavior is that it only auto-passes half the time.

    edit: if it makes any difference, i'm using Functions for the actual actions.

  • well it's more like this

    +On control "p1_catch" pressed
      ->Catch ball
    
    +On control "p1_pass" pressed
      ->Pass ball
    [/code:3la0rcfr]
    
    both controls are mapped to the same key though.*  but [b]half[/b] the time, it will catch and immediately pass the ball, but the other [b]half[/b] of the time, it will only catch the ball.  if it auto-passed it last time, it will just catch it -- and if it only caught it last time, it will auto-pass it the next.  this pattern of alternating back and forth continues even if i go to main menu layout and back to gameplay layout, but i don't use global variables for these, either.
    
    *i chose to use two different controls because, in the future, i plan to implement customizable controls -- default control scheme will have them on the same key/button.
  • so i have a button that i want to use as 'catch ball' and 'pass ball'. you can't pass a ball unless you have a ball. you can only catch a ball if you don't already have one.

    but about half the time when i catch a ball, it will automatically pass it at the same time. i do have it set to 'when control pressed' and not 'when control is down' (and FYI, they are different controls but listed as the same key). i could understand if it always passed (and re-ordering events would probably be enough to fix)... but oddly enough it seems to choose what it will do randomly (seems to be equal chance of doing either). any tips on how i could easily fix this? i can think of ways but they're more cumbersome than i'd like -- and hey, i usually learn new shortcuts when asking questions .

    edit: weird.. it's literally like alternating between the two. even if i change layouts and go back to the gameplay layout. it's not random... it's just alternating between the two.

  • yeah, having it being accessed by events within construct would be pretty amazing

  • > I can't create something like 'Enemy collides with Sword > Subtract 10 HP', since all the enemies in the family will lose 10 HP, unless I'm doing it wrong.

    >

    You must be doing it wrong. Families obey ordinary object picking rules. In that event, only the objects that meet the event will be affected.

    sometimes it is a little finnicky. for example, if you test for a collision but list the family item second, it might pick all the items within that family. so if i'm testing collision between two families, in the past i've had to check collisions both ways for proper picking

    A overlaps object B

    B overlaps object A

    do action

    i haven't tested this extensively -- just a bandaid solution to a problem i've run into once.

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  • you can write/read to/from .ini files as if they were .txt files

  • if the scrolling is always one-way (in other words, you don't need to scroll back up ever) you could destroy objects that are no longer visisble/needed and free up some resources.

  • hovers around 85fps for me all the time, even to bottom

  • edit: btw. CHECK THIS OUT -> Pole's Big Adventure - Japanese Trailer 2 - new original game for wiiware by SEGA.

    wow that looks awful... looks like a mario ripoff released 20 years ago that nobody, even then, would want to buy.

  • Compare values: random(100) is less than 33

    marvelous

  • i'd like a simple condition like this -- triggers randomly with the specified percentage chance.

    i know it's already possible, which i'm about to start coding -- pick random value, store value as private variable, compare value. it'd just be nice to have a simple condition instead of all that extra work.

    example:

    Bullet: overlaps Enemy 0

    33% Chance

    FunctionCall function "breakArmor" (and Remember picked objects)

    so if the bullet overlaps the enemy, there's a 33% chance it will break the armor