Drew Carey's Forum Posts

  • This used to happen to me in 0.91, but it's gone for me now. As far as I can tell it does nothing harmful to the .cap, just save, close Construct and restart it when it starts happening.

  • I did it. I'm so Gullible. D:

    (All my normal usernames were taken )

  • Yes, a corrupted keyboard driver.

    Anyway, this is !+i. It's another physics game (no, I will most certainly not make you something else) but this time with a massive twist... well, not really, it's all been done before, but mostly not in Construct.

    Well, what is it?

    Changeable gravity, physical dragging, and time stopping (maybe bullet time later, I think I have a good way to do it, but I'm not sure)

    Two of these three things are going into the new Phys-Box, when I get to it. Changeable gravity is not one of them - the way I'm making the new player opbject in Physbox Redeveloped is completely incompatible with it. Although I have found a good way to do wall jumping and climbing, without a billion little red line detectors floating around you like some kind of laser shield - hence why changing gravity wouldn't work.

    I was also gonna upload this last night, but my laptop's wireless adaptor drops the connection every ten seconds so I can't upload things on wireless. Which is why my laptop is now next to the modem, where my old CRT used to be.

    Anyway, there's only one screenshot, because only one is needed. To explain what the toolbar stuff means.

    <img src="http://upload.d2k5.com/users/Theorem/files/explusi_screenshot.png">

    Icons, from left to right, and what they do.

    1. Add Icons - spawn more overlor- icons.

    2. Remove Icons - spawn less icons?

    3. Stop time n'such - Y'know, like stopping time isn't cool anymore or something.

    These first three, when down (selected) apply their effect on the right mouse button being used.

    4. Delete all

    5. Rotate icons one way - constantly, at high speed

    6. Rotate icons the other way - as above but totally not

    7. Popcorn - makes icons like popcorn! They pop up randomly.

    8. Gravity - turning it on or off, specifically.

    9. Minimize

    10. Exit

    Other controls:

    Left mouse to drag objects

    Arrow keys change gravity (all four of them, yes)

    Problems:

    Gravity is slightly less stable than default, and a bit more laggy.

    Something else I don't remember right now

    I'm hungry too

    This is just a way to make systems for Physbox Redeveloped, and I think I know how to make slow motion physics for it, so I'm gonna go eat then try that. If that works, you'll be like Max Payne+Neo+N, all at once, and then you'll die from an awesome overload (more often known as an explosive barrel)

    Anyway, don't ask when I'll be updating this or releasing PBR, since I have lots to do and much less time to do it in. Feedback/more ideas appreciated. Cap included. Deboned as much as possible, but if you encounter one we accept no responsibility. Do not consume if you have known allergies to Salmon or Prawns. No action will be taken on sprains, strains, or broken bones incurred during the consummation of !+i.

    Oh yeah, and download it at D2K5 Upload like always -

    Download

    Oh, one last thing - I'm not sure about the font. It's not standard to any system, so it might cause errors. If it won't work, or doesn't show the counter, try downloading the Visitor font pack, which can be found on dafont.com, free of charge. The font itself is Visitor TT2 BRK.

    Having been finally informed D2K5 is a dick (again) I have sat in the Mediafire upload line for a while.

    http://www.mediafire.com/?yzzzzzbmhfh

    Somewhat appropriate, seeing as how it took a minute and a half to upload

  • Well, if you've made the animations already (this is just importing the frames in sequence, if you have the frames already you're fine here) then you need to use the 'Play Animation' and 'Set Animation' events. I think that if you use Play Animation on a constant event (like 'Always' or 'Key is down') then it will keep playing the first frame.

  • The best way to avoid it is to save only once or twice and restart construct regularly. It's frustrating, but it avoids a lot of problems later on.

    I also got a whole bunch of nice things working for me right now.

    I uninstalled 0.91 two nights ago immediately before remembering my home internet connection is out because I had a botnet virus and my ISP took me down (should be back in four days). So I'm posting from a friend's place right now.

    At any rate, I found a copy of 0.89 and worked with that for a while yesterday and have recovered most all of my work without a single error or crash (except one, but that was my fault )

    0.89 feels so stable and safe ._.

  • Thank you.

    Yeah, I've pretty much salvaged that (well, I got the system going again AND inadvertently figured out how to do lines). I'm going to start rebuilding Phys-Box from the ground up later next week, which will be great fun (I mean that both literally and sarcastically). This time, I might do it properly, the way I wanted to do it before.

  • Well, some time ago someone (I would say 'I won't name names' but instead I'll say 'I have no idea who it was') posted about their file being corrupted. The file, upon being saved, became larger, and after several saves Construct reported 'out of memory' and failed to save the last of the file, resulting on an 'attempt to read an unnamed file past its end' upon load.

    Well, that's happening again. Specifically, whenever I save with Attributes (ie Solid, Destroy when far) and has already claimed my copy of the Phys-Box cap, the only backups of having been on D2K5 when their servers were DDOS'd (no proof, however someone was uploading anti-scientologist content to it and posting public links - I wouldn't put it past them anymore) or went down and pretty much all files were lost.

    Well, anyway, the cap is here:

    Daonrowd

    Also, Ashley, if you manage to recover this, it may also provide some insight into the System+Family bug (System object disappearing) as in the new version, that's still happening to me.

    What I was doing here was a bit of physics again, experimenting with a physical dragging system (it's simple, trust me) and needed a way to remove them without having to put in an event for each object.

    Another note: 'Destroy' does not work with Families.

    I'm going to go reconstruct at least the dragging system now.

    For those who want to know:

    Physics -> Set Velocity

    X: MouseX - Sprite.X

    Y: MouseY - Sprite.Y

    I was so sad I never thought of it before, since it's so effective (in three events I had a functional dragging system, one for pickup, one for drop, and one for while dragging - including not being able to accidentally grab another object) but this unfortunate bug and also the little issue with the system object kind of killed that.

    Hope you can work something out about this.

  • I'm pretty sure modulus is implemented.

  • Actually, as far as Organization goes, it'd be good to be able to set how many lines you want to show. In my case, it would be four, as the first four lines of my script are comments to say what this particular one does or cite sources if I'm using someone elses code.

  • I think if you somehow tested to see if the socket is open on startup before opening it, that problem could be worked around.

    Basically if it's not open it opens it, if it's open it does nothing.

    I'm not sure about doing this in Python but there should be some way to ping a port on your local machine via localhost, and then just a simple if/then/else operation could solve that.

    Also, I'm not sure about the Python library that Construct 0.91 ships with, but I think it may lack the sockets library. So that would have to be included with the game (I think) for sockets to work. Not 100% sure on this, and the fact that I just spent five hours working on a native 1280x800 monitor, in 640x480 safe mode, really hasn't helped my mental condition.

  • Dammit!

    Another thing to put on my agenda!

    In the same week, I've started toning up again (schedule of 10 pushups, 20 situps daily plus walking to and from school, and on certain days swimming for 20 minutes)

    Started learning PHP

    Went back to school

    And now Python!

    What do I drop? (I think school )

  • Ah, I thought this may have been a global bug.

    I'm going to reinstall construct, then if I still have the bug I'll send that .cap through. But first, sleep - I have to start school again tomorrow

  • Yep, you heard right.

    Here's a simple little demonstration:

    With family

    http://i29.photobucket.com/albums/c256/Fyris/hasafamily.png

    Without family

    http://i29.photobucket.com/albums/c256/Fyris/hasntafamily.png

    Is this deliberate, and if so, what am I missing here?

    And does this happen to others?

  • You need events on the bullet movement to turn it away when it hits a wall. The movement itself doesn't automatically avoid overlapping solids.

    I'm using the RTS movement for mine. Basically, every 1000 seconds all zombies check for line of sight to the player or any zombie with line of sight to the player, then if they don't have it move to a random spot in an 80x80 square around themselves. If they have line of sight to the player or another aggressive zombie, they will add a waypoint at the player's location.

    So they'll chase you around corners and stuff, but if they can't see you they'll keep moving until they have no waypoints left then go back to idling - unless they see you again.

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  • It would also be good to be able to set another object's location to a tilegrid's tile location, maybe via a value of "Tilegrid.Tile(x,y)" or something like that.

    I've been doing it on a grid of 16x16 tiles by using Set X to Sprite('PseudoX') * 16, and same sort of thing for Y, but it's kind of annoying to do.