Drew Carey's Forum Posts

  • It's a difficult one to name. 'Addons' would almost certainly confuse with 'plugins', and 'Movements' doesnt capture everything they can do. I don't know about anyone else, but the word 'Prefab' conjures images of manufacturing and inanimate objects like prefab houses. Movements and other things like wrapping are more of a capability or behaviour than an object. But maybe I just have weird associations <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

    'Capabilities' could work but might be non-intuitive (giving an object the capability 'Car movement'... does it sound right?). Maybe 'Behaviours'?

    Behaviors sounds about right. 'Physics Behavior', 'Bullet Behavior', 'Drag/Drop Behavior', 'Wrap Behavior', it all fits.

    And speaking of prefabs, when you spawn an object with stuff set with it as a container, would it also spawn that stuff with appropriate positioning?

    I know you can use the 'Spawn relative to object' but I already have 127 events and multiple event sheets bugged out, so it's a little cluttered in there <img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" />

    I'm asking this because I want to make a map editor for Phys-Box' final version/s (where it will be more of a game than a plain old sandbox) and prefabricated objects without the clutter of a bunch of events would help greatly.

    I also need to work out some I/O stuff with the File/Zip functions to export maps right (I'd like to allow importing of sprites and use File to create the map file (plain text, just lists appropriate co-ordinates) and then use ZIP to wrap up the map file and sprites, then save it with an appropriate filename, and when you load a map it accesses the zip of that name, extracts it to a temp directory, loads the mapfile and associated sprites and then removes the temp directory when the program closes, but I might not be able to do all that <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /> plus I'd have to write a way to parse the map files myself, but that would mostly be a bunch of GetToken-ing to construct the map from its file, and I'll probably skimp on the sprite importing and ZIP stuff at first since it could get rather overcomplicated)

  • For some reason when I updated my .cap to use multiple event sheets (one for the world and things I wouldn't be using elsewhere, one for the player, and one for the general physics stuff so I could just include it), it bugged out a lot of 'private' data sharing as global stuff. A prime example of this being that whenever I fired a bullet, my player would suddenly acquire the bullets velocity and glide forward until he touched something, upon which point he was removed and the .exe crashed (along with construct, destroying my changes - thankfully I didn't save it, but it would have been useful)

    As I had not saved the changes, I have no .cap to upload. I will try to replicate them later, since I'm actually trying to make something right now and the multiple event sheets was just an attempt at better organization.

  • > If Mk doesn't come back by 1.0, at that point I'll start putting together some kind of networking plugin. Mind you, Python has sockets support and is coming next build.

    >

    Yeah but the reason we use this is for point and click, we don't want to have to learn python to do online...

    Although if you learnt Python there is a lot of other things you could do with it. I couldn't tell you what ones those would be that are specific to games, since I've only seen Python used in one game for networking and only in applications outside of that. But it allows you a much more freeform development environment, less restrictions and the like on what you can do within one piece of code.

    Just saying. <img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" />

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

    What you see here is the new weapons bar. Doubleclick any one of these items to transfer it directly to your player.

    Press R to reload, click to fire, G to throw grenades. I will elaborate in about an hour when I get home.

  • Well at least I know it's in the pipeline, and knowing things is something I enjoy. <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" />

  • Thank you very much! When the physics get better, you'll be able to make the boxes break only if you hit them with a certain force! That will be awsome!

    The new gravity beam is a bit buggy. Aparently you just set the position of the object, but that doesn't make it stop falling, so it falls a short bit, teleports, falls, teleports, and after a while it has built up so much speed that it bounces far of the screen when you release it. Sometimes the boxes just stops in the air, and don't fall down. You can't even move them by driving into them with your car.

    He's not setting positions, he's doing what I did - combining drag/drop and physics movetypes. This results in some horrible mutant child.

    The problems:

    If you drag any object while it is moving or touching another object, it tends to spaz a lot.

    If you drop an object, you need to add triggers to make it re-enable physics (I made it apply a velocity of -1 Y, so it moves enough to realize it's meant to fall down again but not noticeable easily)

  • Could you please make the pixel shader turn off if it's not supported? I can't start the app.

    That's odd, I'm using Additive which is marked as 0.0 (which I assume is no pixel shader required). Give me a minute or two.

    Nevermind, I used screen. Oops.

    Screen is set to turn off if 2.0 is unavailable and Additive is set to turn off it 2.0 is available.

    It's for the explosion, which is a black-background sprite so it will look really bad without the effects.

    I'm updating the download with the updated .exe now.

    Okay it's updated. Sorry about that.

    If you press 2 in the new .exe you can see some of the new functionality of the next version. Press 1 to put it away.

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  • Are there any plans to implement activator and 'second activator' objects?

    What I mean, is say you have the event "On Solid(1) collides with Solid(2)". The Activator object would refer to the unique ID of Solid(1) and the Second Activator object would refer to the unique ID of Solid(2).

    With functions such as this, I could replace the slew of events/functions representing each object colliding with Solid and losing health, with one event that calculates the angle and from that the angular velocity and uses this velocity in conjunction with the mass of the object to scale the damage. Theoretically, since first I need to figure how to calculate angular velocity, and before that I need either some sleep, or some coffee followed by some sleep.

    I could replace some 36 events with 1 and have it work better than before.

    I'm not sure if any others have noticed a need for this but I certainly have.

  • If MK doesn't come back (:O) then you should seriously concider making an online plugin Ashley. I'm not JUST saying this because i need it, but I have seen on facepunch etc. that people say they wont use Construct until after it gets networking.

    Although I think MK will come back.

    I'm one of the Facepunchers who is going to use construct, and use it some more once the networking is done.

    As one of my friends said to me on MSN:

    "Mindless destruction is awesome. Mindless destruction with two players is even better."

  • Phys-Box is the second project I started. It's a simple physics sandbox with gibbing objects, and explosives (and weapons when I wake up, it's 5:11am and I need to sleep desperately)

    Sorry to post and run but here's the link:

    http://upload.d2k5.com/users/Theorem/files/Physbox.zip

    Simply check the controls in section two of the included readme (it's html, I got bored).

    When I wake up I will be implementing a pistol, and grenades. Right now the player has no use other than being there.

    Credits to deadeye for the physics/platformer hybrid movement (I am going to expand on this for a fully bouncing player but that's for another time)

    I will also soon be putting in basic zombies which will jump up small to medium ledges, push objects and attack the player (they won't push grenades away, because that would make grenades useless on zombies)

    There is currently an unlisted bug; Explosive Barrels are highly unstable, and when two are placed on top of each other they tend to collide several times per second, causing them to explode with no apparent influence. I think this is due to the increased gravity, however I will be creating countermeasures to this soon.