dkdoom's Forum Posts

  • i guess this is not a bug with while, but a bug in how objects persist in the timeframe of a single tick. i think that the 'pick random' condition picks a random object from the set of objects present at the start of the current tick, and ignores any changes (objects being destroyed) made to this set during the current tick.

    i've had similar problem with objects that are not present in the first tick ('destroyed on startup') and created en masse in a loop during the 'on startup' event. because construct couldn't operate on these objects in the same tick, i worked around that by 'call function after delay'. i though it was a startup thing, but your 'while'-problem is oddly similar.

    does this ring any bell with the devs regarding object handling?

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  • my 15" macbook can be carried in a small messenger bag, but it's quite a strain on the back, so i mostly opt for a backpack anyway. a friend's 17" still fits in a slightly larger bag, so it's just as portable, if slightly heavier.

    however, i could not do serious work on my 15" screen; not only is the fact that it's attached to the keyboard ergonomically challenging for me (because my hands and my head are quite a distance apart when in any comfortable position), but it's also too friggin' small. i've got friends that can work on small screens with ludicrous resolutions, but i'd prefer a physically larger screen to a higher resolution every day. so my tip would be on the 17"; for slightly better posture and prolonged health to our beloved devs! :)

  • ditto.

  • Should I create a Construct Application for this?

    n easier way is to just use construct's nice layout editor as a level editor, and export the built levels using events. depending on the way you choose to export your levels, you could then load them from files or copy the levels to clipboard & paste them into an appropriate object in your game.

  • hi kisai,

    that's a rather big and complex cap file; i'm afraid most people won't have the time to read & understand it all the way. it is a lot easier to tackle problems when they are 'on their own'. do you think it would be possible to do that?

    whenever i try to build something new (e.g. a menu system), i first try to make my idea work in a fresh cap. that way, all the bugs i encounter are those of my system, and i don't have to worry about strange interferences from other parts. it also helps to find construct bugs/twists that prevent it from working the way i imagined it; these are sometimes very hard to find & can drive you to frustration. if you get stuck that way, it is also more likely that other people can spot the errors when the cap is small. so it's always a good idea to start clean, in a scope that you can grasp completely, and hunt down all the bugs before trying to implement it into an existing system.

    i don't know why your animation glitches or how your menu & item system works; but i think that the item system you describe could be more easily done using the hash table object instead of any global or private variables. you could just add any collected item name as a key, and, in case the item type is already in the inventory, add to the existing key's value. that would make for a more flexible system, since you can add/remove keys from the hash table during runtime and don't have to worry about adding variables etc. for every object you would like to have in your game.

  • have a look at the ghost shooter tutorial, it explains the use of the bullet behavior; that should solve your problem (wiki link).

  • davioware has my vote, too, for having the stampede idea & turning the cowboy-cow-relationship (one herding the other) around.

  • ASTERODEO

    hold SPACE to lasso an asteroid, release to let go

    UP and DOWN CURSOR to change length of rope

    grab the PIPE to start smoking

    when smoking, visit NATIVES

    no scoring mechanism for anything

  • i don't know if i really understand your intention, but:

    if you want to loop through more than one object type, you could use families (wiki link).

    if you want to do things only to specific instances of an object type, you could use the 'Pick by evaluate' condition and use e.g. a private variable (or any other distinctive property) to pick the instances you need.

    if i missed what you were talking about, feel free to say so :)

  • locked to your account

    ight there: account. identity. community. nuf said? achievements are what people make of them. they're far from virtual. they affect the game on a different level than just code.

  • you might need to rearrange that spritesheet a bit, but after that you can import them into animations like described on the 'hidden features' wiki page: link

  • i only had a quick run through their initial tutorials some time ago; i don't think i fully understood their paradigms, but they appeared rather specific / inflexible to me. i was then arrogant enough to dismiss it because of an uncomfortable user interface; i could afford that because i discovered construct ;)

  • i am running into problems (aka below 60fps) when there are ~60 skyscrapers with 8 floors each, like here. thanks for having a look, rich!

  • people looking at the cap is what i want :P

    but yes, that's what i am currently using. i was just wondering wether there was a more performant way of doing it, because 3 nested loops each looking at every object are a bit slow.

    i just tested to see wether picking objects by use of the ObjectPairer was faster than by comparing private variables, and it appears to be. so that's a start ...