GMG's Forum Posts

  • Very nice. Posted to madewithconstruct.tumblr.com - let me know if there is anything else from your body of work that you would like me to post.

  • While you're working on the Ball movement behaviour, it'd be really nice if you could fix this issue that I identified previously:

    basically, balls have randomness in their bounce, even when 'Randomness' is zero and they are bouncing against flat surfaces. Something like that really should be consistant and predictable.

    Other than that, great to see a release, looking forward to seeing more.

  • It will depend on how you set up your events for the sword (which would be totally different from the events for a Mario style jump-kill, BTW). You are obviously not picking the enemy properly, so construct is applying your actions to all of them.

    What you need to do is filter out your enemies using the SOL (selected objects list). Initially, all objects are in the SOL, and by using events and conditions you filter out all of the ones you don't need until you are left with the objects you want to work with and the actions are applied to them.

    For example, if you have a separate object for the sword, you might do this:

    + Sword: Sword overlaps Monster

    -> Monster: Destroy

    Which should destroy only those monsters that are overlapping the sword.

  • Absolutely! I was reading that tutorial last night, very nice work. Although, the double line spacing on the text made it a bit hard to read. I'll post the link tonight.

  • SacceuS,

    Common sense and basic courtesy would require MJ to have proper permission from authors before including their work on the showreel. Since she's done this voluntarily, it's a little unfair to expect her to go to the trouble of trawling the forums, downloading caps, capturing videos, as well as everything else she has done here. It's down to the authors of projects to make the effort to get involved in things like this.

    mary Jane - inspired by your efforts, I've started a little project in the form of a Construct promo blog. If there's no objections, I'd like to make your showreel the first proper post. You can read about it here:

    Let me know.

  • I've been thinking for a while that there need to be a few more channels to promote Construct, rather than just the official site and forums. Mary Jane is doing great work with her showreel and other activities, and there are a couple of others posting things in other locations, so I thought I'd try contributing something too.

    Since I already have a tumblog for my own work, I decided to create a new one aimed at collecting everything to do with Construct. A couple of weeks back I registered "MadeWithConstruct" on tumblr, but due to work pressures I haven't gotten around to posting anything yet. However, I have set it up so that other people can submit posts to appear on the blog.

    The link is here:

    http://madewithconstruct.tumblr.com/

    And the submit page:

    http://madewithconstruct.tumblr.com/submit/

    So, if you know of anything that you think would be good to show the world - it could be a game, a demo, a tutorial, anything - maybe you could head over to the submit page and send it in. Pick the right type of post (text, video, etc.) give it a tag, and don't forget to put in a link to the forum thread so that people can find out more. Or, put a reply in this thread with a link, and I'll post it to the blog for you.

    I want to make it clear that I'm not intending to take credit for the work of others, or exploit the community in any way. I'm simply trying to find something to do to help promote the software and the community. I'm looking forward to peoples' feedback on this.

    Thanks.

  • I believe the developers of construct are still students, so this time of year is probably quite busy for them (exams, essays, etc.). Still, more than two months between releases is quite long.

    I feel your frustration too - I'm trying to evaluate it to install on the network at my workplace (a college), but the lack of a v1.0 (or even a new stable release) is going to make it pretty difficult to convince the techs to install it.

    You'll just have to be patient and cross your fingers like the rest of us. Sucks, I know.

  • Thanks guys.

    My manager approves, so next year i'll be running my lessons with some nice controllers and hopefully construct.

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  • I'm looking into acquisitions for my courses from September. Construct is still a strong candidate for me, despite the lack of v1.0 - I think I can convince our techs to install it (even with the big UNSTABLE label). I'm thinking of buying some game controllers to use in lessons, and I need something that will work with a range of games and dev software. The XBOX360 controller seems to rank quite highly, but the wireless version is a bit pricey, so I'm checking out the wired version.

    I just have a couple of quick questions for the forum:

    Does the XBOX360 Controller plugin work with the wired version as well as wrieless?

    Can it recognise more than one controller correctly?

    Thanks in advance.

  • - I may be wrong about this, but wouldn't that mess up the simulation in behaviours?

    With point sampling, the object position still has sub-pixel resolution and only the display is rounded. If you round the actual position you will introduce errors in calculations for velocity, friction, gravity, etc. which could result in inconsistent movement. It also means you add an extra ACE to the event sheet which will be calculated every step.

  • You need to set the renderer to use point sampling, so that pixels will be drawn to the nearest whole number, rather than interpolated.

    Click on your layout, then in the properties panel click on Application: Properties. Go do to Runtime Properties and set Sampling to 'Point'.

  • Put your dummy object into a container with your enemy tank. Each tank will have their own dummy object, and picking in events should use the correct dummy. The events might get fiddly but they should work.

  • Add an event after the add waypoint event -

    + System: While

    + Waypoint: Waypoint overlaps Wall

    -> Waypoint: Set X to Random(DisplayWidth)

    -> Waypoint: Set Y to Random(DisplayHeight)

    So it will keep randomising the position until it no longer overlaps with a wall.

    Totally untested, but I think it should work. I've used a similar technique in other software, in the past.

    EDIT: Just looked a little deeper and realised your waypoint is not actually an object, but is an option on the RTS behaviour (which I've never used), so my solution above won't work. However, I'm confident the concept will work with a little tweaking - just use a 'while' to relocate the waypoint until a usable position is found. I'll see if I can come up with a proper solution.

  • Hopefully this image explains it a little better:

    <img src="http://i39.tinypic.com/9zm4no.jpg">

    • 1. Draw the sprite so it is facing to the right
    • 2. If you drop an instance on the workspace it will look the same as in the editor
    • 3. But you can still rotate instances to face any angle in the editor
    • 4. The selected instance in this image has been rotated to 90deg - pointing downward
    • 5. For pivoting objects like this, you only need one animation angle:- 0deg, Right

    You can add event code to an object like this to make it point towards the mouse, like so:

    + System: Always (every tick)
    -> Sprite: Set angle towards (MouseX, MouseY)
    [/code:279fk2e9]
    
    This will set the angle to the direction of the mouse pointer, so if you put the mouse on the right of the sprite it will set the angle to 0. This is why you should always draw rotatable sprites in such a way that they point to the right.
    Hope this helps.
  • TimeDelta is the amount of time that has passed during the previous loop of the game engine.

    • For one second in game time, the sum of the TimeDeltas from all of the frames in that second will equal 1.
    • If your game was running at a consistent 50fps, TimeDelta for one of those frames would be 0.02 (1/50).
    • Anything time based (movement, rotation, etc.) should be set to the amount you want it to change per second. For example, 200 pixels per second would be a nice number for movement speed.
    • When you multiply that by TimeDelta, you end up with the correct change per frame, regardless of the actual frame rate.

    So, at 50fps TimeDelta would be 0.02, each frame the object would move 200pixels*0.02 = 4 pixels. However, if the game was running at 100fps then TimeDelta would be 0.01 (1s/100f); 200*0.01 = 2 pixels. This table shows how TimeDelta keeps things like movement consistent:

    fps    TD    Speed (pps)    Distance per frame    Distance per second
    25    0.04      200         200 * 0.04 = 8        8*25 = 200
    50    0.02      200         200 * 0.02 = 4        4*50 = 200
    100   0.01      200         200 * 0.01 = 2        2*100 = 200[/code:133jkltd]
    
    Frame rates won't always be consistent, but TimeDelta will always represent the relative time taken by each frame, so the results will always be consistent. 
    
    Just remember- if it is changing over time, use the amount you want it to change in one second and multiply it by TimeDelta.