GMG's Forum Posts

  • I want to execute an action for an event, but only after the sub-events. Is this possible? I can't seem to do it here.

    I want it to work something like this:

    On Control "Move Up" Pressed:

    Compare Global Variable "Combo" to 0

    -- Create Object at ... "Combo icon 1"

    -- Start timer "ComboTimer" ... 250ms

    Compare Global Variable "Combo" to 1

    -- Stop timer "ComboTimer"

    -- Create Object at ... "Combo icon 2"

    -- Start timer "ComboTimer" ... 250ms

    - Add 1 to Global Variable "Combo"

    Sorry for the pseudo code, I don't have access to my files right now. Hopefully you can see what I'm trying to do. I know there is an exmple for doing double tap dashing, but this is supposed to be more of a generic combo system, where the combo variable increments following several different key presses - up-up-A to perform a powerful uppercut, for example. Try combo variable is supposed to track which stage of the control sequence has been reached. Obviously, I can't increment combo in the sub-events, because it will make it cascade through both sub-events.

    Any suggestions for making this work, or am I going about it totally the wrong way?

  • I've come upon a situation where it would be really handy to be able to edit the pivot point on the box object. I don't necessarily mean precisely, just options like top-left, bottom-middle, etc. I need it for adding objects relative to the sides and corners, and for offsetting the rotation. I'm picturing something like the options you have in Flash when you create a new symbol, you have a 3*3 grid to select sides, corners and center.

    I can't see any way to do this right now. If it's already possible, please someone enlighten me. Otherwise, I hope this feature can be added, not just for box objects, but for any object that displays on the screen.

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  • That character after 'Yes' looks like a ^ rather than a ". Is it (a) a display bug, (b) intentionally typed, or (c) a typo?

    Probably has absolutely nothing to do with your problem, but I just thought I'd mention it

  • Nice work on the checkpoints. That's an amazingly simple way of doing it.

    You might want to make your movement TimeDelta based, as tower defence games can get pretty heavy on the processor when they progress (more enemes, more towers, more projectiles, more effects).

    Keep it up!

  • Using a hidden collision object is the right way to go, so your character can still get hit (e.g. from behind) when he is attacking. Create a sprite that mimics the animation of the sword swing, but only contains the blade, call it sword mask and make it hidden.

    Then, when you initiate the sword attack, spawn your sword mask using an image point to line it up correctly. You can set up collision events between the sword mask and members of the enemy family to do damage to the enemies, but you can still have the enemies hurt the samurai if they attack from behind. Then you just need to remove the sword mask when the samurai attack animation finishes.

    Although, I should point out, this is completely untested.

  • #24 - Would 'Start Ignoring Input' do the job?

    So, as soon as the cutscene is activited, the ignore input action is executed, then the end of the cutscene (e.g. Timeline) could activate input again. That way you could make the player ignore input, but still be able to press a control to skip/speed up the cutscene.

  • But there are at least some things, like controls, that could benefit from this. For example, in my tank tracks example I used the spawn command, which can spawn to an image point - surely Construct knows that the Tank object has two image points called 'lTrack' and 'rTrack'?

    The problem is that, because everything is modal, and in some cases further modality within other modes, the benefit of the IDE over pure programming is lost somewhat, as we still need to remember exact spelling, cases, etc. of the objects and variables we are using. It's not a good thing if you have to cancel the current mode and go back to the mode where the information is held, is it?

    Perhaps we could try listing which items can use some form of intellisense with relative ease. Also, the advantage of using a combobox for this is that people can still type it in directly if they want to. If we do populate the list with all layer names within the .cap (merging duplicates), they can pick from that list or write their own (before adding it to a layout).

  • What about negative values in the Random() function? Would Random(-10, 10) work?

    Also, what would happen if you put a higher number first, i.e. Random(10, 1)?

    Just curious.

  • How important is the August 2008 update? I mean, is it absolutely essential that Construct have it set as the minimum?

    This is Adobe's version penetration for Flash Player:

    http://www.adobe.com/products/player_ce ... ation.html

    Version 10 is the latest and greatest, but if I was developing in Flash (which I have done in the past), I'd be aiming for version 9, at most. I wouldn't want to turn away users by making them download an update to their system before they could play my game.

    Perhaps the same could be said for developing in DirectX. I'm won't claim to know anything about it, but couldn't the bar be set a little lower and still work to an acceptable level? What would be lost by requiring an earlier version of the DX runtime as a minimum spec?

  • Strange bug here - if you play a game, lose, then press enter, the next game is super easy. Either all the turrets are super-powered or the enemies only have 1HP. I just took out the boss with a single shot!

  • This one crashes for me every time I get to the 3 second delay message, or the move V message if I skip the delay. No useful error messages I'm afraid, just "unexpected error".

  • Well, I didn't, but I do now. It took me a while to figure out exactly what you meant. I had assumed there was an easier way to get there.

    Anyway, that lengthy description was mainly just to make my point- that it would be awesome to have all those potential variables already available to us in a combo-box. I've been thinking it from the moment I started playing with this software- I've even spent time looking for it, because it seemed such a natural part of the software that I assumed I just hadn't found it yet!

  • Just a thought - wouldn't it make sense to turn the variable fields in ACEs into combo-boxes, pre-filled with some of the standard things we would put in them.

    For example, the "Control is Down?" event has a text field to put in the control to check for, with a blank set of quotes to tell you to enter a string. Now, there may be occasions when I may want to put in an expression of some kind (I don't know if the would work because I haven't tried it), but 99% of the time I will want to put in one of the standard controls found in the Application properties.

    Of course, I can't always remember exactly how they are written, so I usually go through this process: open up the new event window, realise I can't remember the variable name, close it, click on the layout tab, click on a blank area of the layout to open up the layout properties, click on the Application properties link, scroll down to the controls, commit "Jump" to memory, then go all the way back to the new event window and enter the control name.

    Since the controls will no doubt be accessible somewhere in the code, why not just make it a combo-box and make everyone's work easier? The same is true for large number of the variable fields in ACEs, like references to image points, sprites, objects, resources.

    I really think this could cut down on errors and speed up development time considerably.

  • Love to adaptive difficulty you've put in this - making it faster and harder to turn as it gets bigger, but also making it easier to get food at the same time.

    Add a time limit to this, as in "get as big as you can in 5mins", and you have a game. Then you can add other things, like hazards (poison that makes you smaller), high scores, etc.

    This could be way more than a tech demo.

  • I was looking for something like that, but I didn't expect it to be in a behaviour. Finding out if something is moving seems like a pretty standard thing to me. It should be in the standard list of conditions.

    Plus, I wanted to spawn the tracks at a different rate depending on whether the tank is moving forwards, backwards, or turning (these things happen at different speeds).

    I know it's not the most elegant system - I really did knock it out it 15mins. I'd love to see how other people solve the same problem.