eyeliner's Forum Posts

  • Here it is. Possibly, it can also be my lack of knowledge that creates this, though. <img src="smileys/smiley1.gif" border="0" align="middle" />

    Thanks for the help.

    dl.dropbox.com/u/60029808/shooting_halls.capx

  • Hi there, again. <img src="smileys/smiley17.gif" border="0" align="middle" />

    I'm doing good with C2, got the basic setup and way of my game in my mind and construct is helping heaps. Now, I'm using the GREAT feature that image points is, but I'm having a doubt.

    I set my plane to fire on space press (check)

    Thing is, putting my plane to shoot it's origin point works ok, but I want to make it fire through the wings. I set up image points in both and can make it fire ok, unless I TURN. The image point seems to not rotate, while the sprite does.

    Is this normal behaviour?

  • I'm doing something along

    lines.

  • Thanks for the help. Got a different solution, but cheers, mate.

    Here's what I came out:

    Set a "shoot" global variable.

    At key press, if "shoot"=0, create bullet, set "shoot" to 5.

    On each tick, and if shoot >=1, take 1 from "shoot".

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  • Quick one:

    How can I make a character shoot but not so fast? My char shoots, but I haven't found a control (or a way) to limit the number of bullets produced, so he just fires really fast.

    So, a facility of "Create X object after X time has passed" would be great.

    Any way to simplify? I'd prefer not to use plugins, as exploring all of Constructs abilities is my main objective.

    Thanks.

  • I was the number 18.

  • I've been reading up on this issue and this limitation boggles me much.

    It has destroyed my shot at participating in the next compo, because I'm already frustrated for being limited in my knowledge on how to circumvent this issue or even go around it, unless taking a huge path that will ultimately lead to frustration, so I'd better ask what I need to know instead of wasting more hours in a dead horse. Also, feasible ideas are not plentiful for a beginner in a software.

    Onwards:

    I'm was in the process of making an awesome game, the best ever in the history of my house. Really, it would be ginourmous in its grandeur and would make me my own personal god. Or something along those lines.

    I was to be a "make sphere go to exit, navigating through a maze" and there would be a lot of humor, riches and love to be found. Except the humor, riches and love.

    But physics are weird in its implementation, as even in a transparent background, the sphere behaves as if it was in the middle of a solid object. For what I know, there's no way around this, right? In haven't found this in the forum, though I was led to believe this was a fairly obvious thing to happen.

    Secondly, how can I set a gravity point? Though I have quit doing this (way too much work setting all single damned line in my maze for the X levels), I got stuck when rotating the layer/layout and the sphere fell nice, but on rotation, it followed the rotation but didn't respond to gravity. I assume gravity was also changed upon rotation, so the rotation actually applies to the camera, changing how we view things, it does not rotate the game world, yes?

    Thanks.

  • Hm... Guess I'll have to read about that, then.

  • you can use a separate layout..

    I made one just called "all objects" it has no event sheet, just every object placed in a grid.

    You can use it to set the default values for all objects upon creation, also you don't have to worry about destroying loads of things on start up.

    I am using a separate layer, one at 0, with all the items that are not permanent/discardable.

    Hum that's interesting... so you're suggesting that we shouldn't have to have an instance of every object on the layout for it to exist. I agree with you, as we have the "Objects" bar with all the objects there, so why do we need it on the layout also?

    Nah, I'm not suggesting anything. I'm looking for ways to improve this mechanic, but I don't really think there is any, though strangely, all items, present in a layer or not, appear on the event list. So I assume we can get them somehow even if they are not hidden in a frame?

  • Hey,

    I'm adding explosions and gnarly effects in my game, but, being someone just starting in Construct, I just found out that there's a need to have an instance of an object present in the game world in order to create/spawn it in other places, like in the tutorial (the bullet part).

    Now, I can accept this no problem with recurring items, whether enemies, bullets or pickups, because they are used fairly often. But for an object that is spawned/created when the player dies (an explosion, in this case) we can get to the point where we get objects in memory that we can never use. EVER!

    I assume there's no way around this, yes? So, in my mind I see that the best approach is to add these one-off items in a back-behind-the -background layer so they are not seen (I *hate* having stuff outside the layout, seems clumsy and sloppy).

    Thoughts?

  • You made your point clear. :)

  • I think I didn't make myself clear (maybe language barrier, my fault).

    I wasn't referring to an export of actual usable script/code, ready to be ported and pasted into another editor. I was referring something along the lines of a pseudo-code type of thing, like that one present in GameMaker, where you can checkout all events you created with the drag and drop interface, but can't mess with.

    I can understand the event table perfectly, but converting the lines into text would be beneficial, but I understand the drain in resources, of course.

    Or maybe the XML files already have this in a form?

  • I'm not interested in inserting code either, but what about an option to export our event table to a kind of script, you know, to facilitate the conversion to other engines (you just might want to redo your game in another tool). I think this would be cool.

  • No big loss, actually.

  • Nice game!

    I like the penguin sprite <img src="smileys/smiley1.gif" border="0" align="middle" />