Drasa's Forum Posts

  • I tried to create a circular wave and played little around. I got this funky effect . That mesh is pretty fun to experiment with if you know some trigonometry.

  • Awesome effects - those all should be built in . I can imagine the underwater scenes made possible by those effects! Even though it would be possible to do with loops and expressions, ease of development is important so add them. (And effects coded with C++ are faster, too...)

    Edit: Oh, I forgot. What kind of distortions I would like to have... You know, when a water drop drops to a puddle it creates circular wave. That kind of effect would be nice... and some kind of "punch" and "pinch" effects.

  • Hello. I noticed this strange behavior. I can't find any flaw in my eventing, it's propably an error in Construct... I included explanation in comment in .cap, but I summarize:

    There is three events, one which creates the object, one which modifies the position and angle and one which modifies them back to the original position. On that tick an object is created, only ONE of these modifying events performs, although both should.

  • Kr-hm... bump.

  • There should be other collaboration features too, like exporting single layouts or event sheets, or consisting projects of many .caps. But they are not that important that they couldn't wait past 1.0...

  • The problem lies in the event

    > GunSubtract 1 * tickcount from 'Reload'[/code:1vtgmywb]
    
    If it was  
    
    [code:1vtgmywb]> GunSubtract TimeDelta from 'Reload'[/code:1vtgmywb]
    
    And if the "loading" action was
    
    [code:1vtgmywb]> GunSet 'Reload' to 0.250[/code:1vtgmywb]
    
    It worked. Of course you can multiply TimeDelta by 1000 and use the current 250 value.
    
    See, the TimeDelta there means that it subtrackts "1" from the 'Reload' per one second. So, if the reload value is 0.250 it becomes less than zero in 250 milliseconds.
  • Wow. Awesome game! The graphics are very stylish and combined with the musics they create a very interesting sci-fi-spagetti western atmosphere. A bit cheesy, but it is the point, isn't it? Somehow it brings to mind Muse's awesome song "Knights of Cydonia" (

    )

    Readme really helps - otherwise the game is almost impossible. The message brings some kind of puzzle element there.

    Some bugs I noticed: In first level when you have killed the upper zombie, shooting there still splashes blood. Also, the skull doesn't appear at the zombie, it appears in the top-left edge of the window.

    And when I was trying to load a game in the game over-screen, it freezes. Is this a bug in the game or a runtime bug in construct?

    Trying to get past the second level now ->

  • Hello!

    I did some testing and playing around after long break from using Construct. The stability has really gotten better! Great job, Ashley and other devs! There was still few random crashes. I tried to reproduce them, but without success. One happened sometimes when closing construct, one had something to do with layer toolbar and one happened when opening/closing projects. I assume that the object bar and layer/object toolbar will still improve? Animations and picture editor need some work and there was some families bugs there... But still, Construct has improved a lot!

    Okay, then to the point. I encountered a runtime crash with container and light objects, so after reporting the bug I tried some workarounds to get one light object per one active object -combinations.

    There was two light objects, the other's UID was 78 so I made event

    Light: 9 Unique ID is 78
    

    LightSet position to object Sprite 0 (image point 0)[/code:1lzwacsx]

    But the light object didn't position to the Sprite. I tried the same with using ordinary sprites, and it didn't still work. I tested also with For each loop:

    System: 3 For each Light 0 
    Light: 9 Unique ID is 78
    

    LightSet position to object Sprite 0 (image point 0)

    [/code:1lzwacsx]

    No success. Is there a bug in picking by UID or am I doing something wrong?

    P.S. Another question! I have a sprite with bullet behaviour. Is there a way to rotate the sprite without affecting the actual moving direction of the behaviour? So that only the texture rotates.

    P.P.S. And yet another. When rotating a whole layer, is there a way to get sprites' co-ordinates relative to a non-rotated layer? (Without calculating them yourself with trigonometric funtions)

  • Construct needs wrapping for layers. The best would be if horizontal and vertical wrapping were separate choises <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • Me too. Seems like a pretty common problem. Maybe devs should investigate this?

  • A return from long hiatus \o/. I was in the finnish army for six months. I have been back for a month but haven't got time to lurk here .

    I have few questions about families. I made a sprite and a text object. I assigned them to family Blue. Then I opened the event sheet editor and checked what conditions and actions "Blue" would contain. They were actually exactly same as sprite's features. ALTHOUGH the family contained a Text object also. If I assigned the family first to the text object, the family would get the features of the text object. However, a Text object and a Sprite do have common properties, for instance, they both have private variables and they both have action "destroy". But when I tested incrementing a variable 'yeah' (

    MouseKeyboard: 6 On key Enter pressed
    

    BlueAdd 1 to 'Yeah'[/code:630vlyhr]

    ) which I created to family blue, according the debug dialog, none of the objects got their values increased. As I tried to set variable to 5, Construct crashed. As I tried to destroy "Blue", it worked and both objects destroyed. Some bugs here, eh ;D?

    But my question is, if there is many object types in a family, will or should family "inherit" their all features? And should user be able to manage some family features so that the members of the family would inherit them? Currently adding a private variables to family just adds the private variable to the each member of the family. Removing the family from an object doesn't remove the variable set by the family, and adding new member that doesn't have the common variable to family totally removes all releated events. This is deifinitely a bad thing. I event managed to mess my variables up so that one sprite had three variables: "yeah", "yeah" and "". Yes, same variable twice and a blank.

  • Very cool game and fresh idea <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" />! But I couldn't pass the first level either. It's maybe little too hard <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" />. Some suggestions to improve the game:

    1) Sometimes when the spheres looked like they were in chain, the explosions didn't spread. Maybe they could do that little more easily?

    2) The game was especially hard when there's only few spheres left; it's impossible to form chains when the spheres are only in one row. Maybe player could pass the level, if the highness of the heap is under a certain threshold?

    3) Maybe some more intensity: the ball heap could continuously grow or be pushed up from the bottom of the screen, and player would have eliminate the heap quickly. So instead of limited shots there would be time limit? Or both would be limited, but then there should be seriously more shots or some method to gain them.

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  • I experience a new crash!

    When I just open the picture editor three times, it crashes. If I open the editor by double-clicking on a sprite, a normal windows crash message appears. If I open the editor clicking on a frame in the animation bar it first shows error message "R6025 -pure virtual fuction call", then "picture editor crashed, please report this to scirra" and then normal windows crash message.

    This crash makes using construct pretty much impossible, or uncomfortable, at least. Please fix it quickly :/.

    Edit: Does anybody else experience this? I just thought 'cause nobody has been talking about this crash and it's pretty obvious.

  • I won't shout you down, I just say that Ubuntu is worth testing, if you have another computer to test it <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />.

    It's also interesting to see that Wine is progressing well. It's a project old as hell, but it's finally starting to catch up.

  • Whew.

    I managed to return all of my essays and reports and such before holidays (a little late though <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" />), so I could finally get some rest... Yay \o/

    Merry christmas everyone!