Drew Carey's Forum Posts

  • You could, to prevent this on your own, add a condition that "Object (Wall) does not overlap Player.ImagepointX("gun"), Player.ImagepointY("gun")" to the shoot condition (of course, filling in correct object and image point names). I think that should fix it, until a proper Construct fix to catch the error.

  • Shell Control object would be kind of handy.

    Something to call keystrokes, mouse X/Y position setting (or movement interpolation), replicate mouseclicks, etc.

    And being able to use the tilde and F1-F12 keys in the Mouse&Keyboard object.

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  • This problem is because of Newton Dynamics, the engine that Construct uses for Physics. It has a 'world space', outside of which the physics tend to stop being calculated.

    I encountered this with Phys-Box originally, but it didn't really bother me much as a bug because I'd already heard about Newton's world space.

    It gives you something like a 4000x4000 space to work with anyway does it not? That should be far large enough for most any platformer level, and you can easily enough link multiple layouts together.

  • This reminds me of an undocumented feature in the Function object. The expression:

    Function.MyCustomFunction(2, 7, "Hello")

    will trigger On Function "MyCustomFunction" whenever it comes to be evaluated, with whichever parameters you passed. Does this do the trick?

    So if I have you correct Ashley, that would parse an "On Function" event elsewhere in the program when it is used in a compare statement or other usage?

    That's handy... if the EditBox object could be hidden in any way (it has no set x/y events like most other windows controls) then this could easily be used to add a console without having to do many events for it.

    I assume that it sends back the function's 'Return True' or 'Return X' thing.

  • Well I suppose that's true Ashley but I think the term is relative - a lot more can be done with even a rough polygonal approximation of the shape the pixels make than can be done with a bounding box, for obvious reasons. It's basically our idea of 'perfect'.

  • Can anyone say "pixel perfect physics masks on canvas objects" (ten times really really fast )

    In my mind, it's synonymous with "HELL YEAH"

  • I think Rich is making bendy objects

    Well this solves the problem I was having with making a rope.

    (Create Hinge wasn't working at all, it just didn't connect the rope segments which were just 3x1px lines with the hotspot on the left and imagepoint "e" at the right (beginning and end). I made a few things and came up with:

    "RopeSeg overlaps RopeSeg"

    "RopeSeg('rid') = RopeSeg('rid')"

    (It probably died here by not defining that I was trying to use two different instances of one object)

    "RopeSeg: Set position to RopeSeg (image point "e")"

    "RopeSeg: Create hinge to RopeSef (image point "e")"

    The result:

    A bunch of 3x1px lines lying around the ground.

  • Just make the Online plugin integrate with families, so you can track any value common to the whole family similar to how you can access only common variables when going through the family object.

    There goes your "I can't be assed to track a billion objects" problem.

    However first we need an alternative insertable system object, since nobody can figure out why the Families are removing the System object from lists for some people and not others. It may be a hacky workaround, and one not necessarily entirely desirable, but it's still a workaround.

  • Isometric games are really something I love to play around with, particularly grid-based ones.

    What you're thinking would probably be very difficult to make with Construct, however I can see how it could be done (with lots of improvisation).

    I will probably attempt an isometric game sometime, however right now I think I'll try to write a grid data parser (ie, it takes a string of 4,4,2,5,6,2,65,7,3,1,6 into a grid of tiles identified by ID).

    After that we'd need to make some form of grid to isometric stuff, basically getting the right points to attach the grid tiles to on their XY coordinates (and maybe Z coordinates), and the character movement could be dealt with using a custom movement (always move x distance towards ('newx'),('newy') + Key Up Arrow is Pressed -> Add 1 to ('gridy'), set ('newy') to <work out some crazy "the grid space is here in pixels" stuff>)... after that it'd be a case of making walls and stuff attach to the grid spaces where appropriate, and then making a game.

    Alternatively, we could simply use 3D boxes and sprited characters with even a stationary camera, but... y'know, that'd be easier. And much less cool, and you wouldn't really be able to brag about it much because Construct did way too much of the work.

  • Or just replace this current one with an implementation of something made for 2D physics rather than 3D. I believe that in a past discussion on the topic, one 'Chipmunk' was brought up - I meant to look into it but never got around to it. If and/or when Construct gains more 3D capacities, NGD would be a good idea but right now a more concentrated-purpose behavior is needed (wanted).

  • Heh, I'm still in 2001 with my good computer.

    Can we just get a download for the shader? Or is it in 0.94.2?

    (I'm about to go away for a week and would like to play with this )

  • Yes, object data isn't being cleared right anymore either.

    I made a sprite, gave it a family, then deleted the sprite - no "Family has only this object, delete it" dialog, and the family is still in the events editor.

  • Haven't encountered any cap problems yet, but the System object still doesn't list when I use families.

    Is it added to the list in a different way to objects you insert? If it is, perhaps you could change the way it lists to match normal objects, or make an insertable object that has all those (this problem recurs on all 32-bit Vista systems I have tried, but not on XP)

  • Adobe Construct CS3 Professional Edition

    *shudders*

    I counter with keygen.exe!

  • 16 year old male, 17 in June, living in NSW Australia.

    Currently attending high school in year 11 for my HSC, and after that I'm going to TAFE to do a web design course (which covers PHP as well) alongside a job with my brother-in-law in Sydney troubleshooting and repairing computer systems.

    In my spare time (which is a lot of time right now) I'm usually playing Blockland or making more silly little physics contraptions with Construct. I have plans to learn C++ as well in the future and maybe C# (and definitely Python) but I'm learning PHP right now, holding down a part time job at my local second-hand computer shop, and doing my HSC, so I tend to be a bit busy.

    It's pretty much my dream in life to release a successful indie survival game, or to get a job at a large game design firm such as Bethesda or Blizzard (these two primarily, as Starcraft was the first game I ever played on PC, Bethesda made my favorite RPG (Morrowind) and are now making Fallout 3, and the other incentive for Blizzard is the money. If I could get work on future parts of WoW... well, no way to be sure but I'd think that their programmers for WoW would get paid quite a lot.)

    Even if I got a job at Bethesda I'd still make free indie games in my off time, because I am an absolute whore for free stuff (except free candy, which is usually not sweet delicious confection made of sugar)