Emperor Ing's Forum Posts

  • <img src="http://www.rollogrady.com/wp-content/themes/widgetimgs/tmyk.gif">

  • Jamesx is credit to team.

    <img src="http://www.hchs.hunter.cuny.edu/wiki/images/6/64/Heavy.jpg">

  • Hate to ask here, but are there any .INI tutorials worth checking out on the forum?

    Seems like (obviously) useful knowledge.

  • Well, it's not like Scirra has, y'know, a COG copyrighted or anything like that.

    I guess a lot of people are gay for the cog.

  • If you haven't checked it, I suggest parts 8 and 9 of the Platform School Tutorial on the wiki page. They deal with enemies and enemy AI, and if you didn't look at that, that can be a great help. It offers essentially a foolproof way of setting up enemies and enemy spawn points.

    Just looking at things briefly, a major problem is that your events for your spawn points are set up that only ONE spawn point will actually do anything.

    What you need is the condition "For Each Spwan" [sic]

    Because the way you have it now, only ONE spawn point will activate and destroy itself, leaving the rest to just kinda sit there.

    Also, nowhere on your layout does the enemy actually, you know, exist. What you want to do, is put instances of your enemy outside the layout, with the Group attribute "Destroy on Startup"

    Then you can probably put the enemy and the light object in the same container. Because your enemies just... aren't there.

    Really, like I said, check out the tutorial. You may not be making a platformer, but I would highly recommend seeing how the tutorial does it, and learning from that. A lot of what is causing crashes for you is in fact just simple errors.

  • Yup, I kinda hope that this topic serves as a guide for other people; they can learn from my mistakes and the solutions that cool dudes like newt provide.

    EDIT:

    Why does it seem like people's posts just disappear sometimes? Are people just embarrassed and deleting their stuff?

  • Then again, I forgot to mention I make all my sprites in MS Paint, so right away I'm doing things the tedious way.

    If you're using a better program, there's better options for coloring (that's not the time-consuming Edit Colors option on Paint).

  • I've found that when I upload stuff as bitmaps, they retain their crispness 100%.

    However, there is some color loss when that happens. Colors tend to get duller during the conversion, so what you have to do is save to 256 bitmap, and when the colors get dulled, RECOLOR it again.

    Roundabout process, but that's what I do.

  • To tell the truth, I notice next to NO differences between the versions of Construct whenever it gets updated.

    But yeah "Ignore User Input" is your friend.

  • There's a lot of good stuff in here.

    Thanks for compiling the list- often-times it was a big chore browsing through the tutorials topics to find the stuff you wanted.

  • No, Activision isn't evil.

    It's just that Bobby Kotick is a supreme douche amongst douches.

  • Thanks, I cleaned up the pushing events with your suggestions, except instead of Y is greater or equal than Block Y, I did

    ToyGirl X is greater than or equal to Block.Left,

    in order to keep things smooth-looking (plus, if the player was on a platform a smidgen higher, it wouldn't push at all with Y).

    Honestly, the Walls and Blocks event I listed up above (the cause of my previous conundrum) has proved to be such a hassle that I scrapped it. I scrapped it and the Pusher objects too, because they were honestly causing too much trouble, trouble I didn't want to deal with.

    It's kinda funny that I put stuff like that in at the beginning because I didn't know how to go about programming what I wanted to do in the first place.

  • I would really recommend looking at the tutorials if you haven't. Stuff like the Ghost Shooter tutorial, or the Platformer school addresses a lot of the problems you seem to be having, and if you really go through them (and multiple times! like I did), you should begin to get a grasp of what you're trying to do. You can't really just run into things or else you'll hit infinite roadblocks.

    The problem you have is this:

    on the specific action "L key pressed" you have nothing happening.

    What you need is something like this

    -L key is pressed

    -Sprite2 Opacity Equal to 100

    Then: Set Sprite2 Opacity to 0

    -L key is pressed

    -Sprite2 Opacity Equal to 0

    Then: Set Sprite2 Opacity to 100

    For the lights (you should really get into the habit of naming your sprites), you do this:

    Always (every tick):

    Set Sprite2 to Sprite image point "lights" (I made an image point where the lights go).

    Like I said, do them tutorials.

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  • Here is yet another conundrum I've got on my hands:

    When I had solved the last major problem (the death animation one), I thought I was on easy street. That is, until I noticed a major bug in my programming: if one block was against a wall (and thus, its momentum was set to zero), it would treat all blocks as if they were against the wall on that same side, and thus, it would be impossible to push anything anywhere.

    I had originally thought this might be due to the fact that I had used spawn boxes for the blocks as opposed to just having separate instances of the blocks. So I did just that: I got rid of the spawn boxes and the events surrounding them, and just filled the layout with individual boxes. However, it seemed that that solved nothing.

    I then realized that I had made a mistake in my original programming: if a block was against the wall, I'd set its speed to 0, when that was entirely unnecessary. I toggled off those outcomes, and things ran smoother.

    However, if a block is still against the wall, it still adversely affects all the other blocks on the layout.

    Here is the .CAP if anyone wants to take a look.

    Here are my events as I have them now:

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Problems/BlockProblem1.jpg">

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Problems/BlockProblem2.jpg">

    When one block is against the wall, all other blocks move jerky and oddly, and I am not sure what is causing it. Well, I should clarify: I have a feeling that I have over-specific conditions for the event of a block against the wall, and this is causing a general muck-up on the .CAP's part.

    When I run the debug, it shows about 8 or so more instances of block than what is actually there on the layout. Weird. I have a feeling this may have something to do with it as well.

    Thanks for any insight.

  • From my experience, "Control is down" is a lot better than key pressed or anything.

    I don't worry about Xbox stuff, but what you have to do is go into application properties and make sure you know the names of each of the controls you have. There you can also configure what buttons do what. I ASSUME (don't know for sure) that you would set the controls to XBox buttons (like X, Y, etc.).

    Thus, in the event sheet, you can have stuff like "If 'Move Left' is down" or "On 'Attack' pressed" or stuff like that.