Guif0DA's Forum Posts

  • Keyboard shortcuts for these actions would make my day:

    Send to top of layer

    Send to bottom of layer

    Apply to whole animation

    Oh yea I had thinked about that too!

    Also, an option to back 1 position and above 1 too would be nice, like in CC.

    Good suggestion!

  • anyone got any suggestions that want to share??

  • I was waiting for this topic, thanks ;)

    Hope that with the new HQ scirra will accelerate their development ;D

  • Another suggestion, please add a new condition called: "Is overlapping ''object'' With a specification"

    example:

    if you have 1 family and it have a variable called Test and inside it there is many sprites with different value of 'test' variable.

    You want to make an event that will affect only sprites with 'x' value of test variable but without affecting the others.

    then you can make:

    Family test = 1

    Family is overlapping Family with test = 2 ----> destroy family

    then families with test 2 overlapping others with test 2 doesn't occur nothing and the same for tests = 1.

    Right now if you try the same condition and action, sprites of the family with test 1 overlapping other sprites of the same family with different or equal value of test will trigger the condition..

    this is a really important feature in my opinion ;)

  • I was wondering along the same lines- My game spawns bad guys and they sometimes spawn on top of each other as they are programmed to randomly spawn outside of the screen and come into the screen every random number of seconds. For every new bad guy this adds another factorial to the amount of checks of overlapping that I would have to do. That is if there are five bad guys spawning- there are 5! number of ways in which they can spawn on top of each other- this gets really large really fast to write if this guy is over lapping this guy etc. I am new to programming games. SO I was wondering if there is some tool in construct 2 that can call all objects of a certain type a group name like ->ENEMY and then make it so they can't spawn on top of each other???? The thing is they have to be able to overlap with objects in the same layer as they are programmed to animate when they die- and the animation is an object in the same layer.   I was also wondering if anyone knows how to make a color always on the bottom- with most spriting and animating there is a color that is always on the bottom- or every other color gets displayed if this color (say white) ever overlaps with other colors so that objects can overlap (like a plane flying over an island). I thought initially that the layers would suffice but since the sprite image is always a square then sprites which aren't squares have a color on the outside- like white.

    When you mean group of objects probably it's the family function you want to take a look, it's a premium feature so you need to have the paid version of C2.

    After you made a family of objects you can call events with that family instead of individual sprites.

  • I had the same problem in CC, and I use Kyatric's solution before.Ya that's how I did before too but now I need to find a way to make it work with the sprites in the same family ;)

  • The easiest way to handle this is to use the names of the sprites in the last event:

    Sprite is overlapping Sprite2 -> Sprite2 destroy

    (You don't need the test to see if the player variables are equal.)

    Was there something more you were trying to achieve?

    That is, is there some reason you need to do this with families that you didn't mention?

    Ya I know this way it works but I need to achieve that with families and both sprites need to be in the same family, why that is because of the system of my game I'm doing, the mechanics, etc. thanks for reply anyway ;)

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  • You could make a second family and test if family1 collides with family2.Ya I know but for my game to work it need to be only 1 family =/

  • Hey

    How do I check 2 sprites of the same family but with different value of a variable overlapping?

    Example.. I have 2 sprites in a family, sprite 1 and 2, and they have both variable "player", sprite 1 have value 1 and sprite 2 value 2 of player variable.

    When sprites with different value of player variable overlaps, only the sprite with value 2 will be destroyed but there is 10 instances of each sprite in the layout and they go in the direction of each other. So sprite1 overlapping sprite1 don't do nothing and the same for sprite2, only triggers when sprite1 overlaps sprite2 or sprite2 overlaps sprite1.

    If I do something like:

    +family.player (not equal) family.player

    +Family is overlapping family    THEN(action)    destroy family

    it doesn't work.

    So how to make it work??

    Here is the capx example to help understand What I mean:

    dl.dropbox.com/u/71080256/TEST.capx

  • Guif0DA - erm, this is a post from November... it ended up being Ctrl+L and Ctrl+E to prevent it conflicting with other keyboard shortcuts...I'm talking about the tab shortcut, not sure if you read my posts above, also, if you read them now you will see that there will be no conflict with it, you can't stay at 2 times at the same time, that's the logic, so tab can be used for more things.

  • Because tab switches between different controls (i.e. buttons, text boxes, check boxes, etc.). It's like the standard for all windows programs.I know but in the main construct window(layout), pressing tab doesn't do nothing, so it can be used to change to the next window, very easier to do than ctrl+tab.

    IF you have a window opened that have buttons, or an event box, then the tab will be used in there to cicle between the options, but in this case, you aren't at the layout screen with no box/window opened.

  • Good idea, decided to make it Ctrl+Tab for next build (so you can still do it with one hand).why not just 'tab'?

  • I don't see problem upgrading to the current value because you already got a profit of 5000, so it isn't a problem to be honest ;)

    but that's just my opinion

  • It would be really nice to be able to change the source of your actions without having to press back and also reset all the actions as well.

    > 1: When you use the create object action you first select which object you want to create, my suggestion is have also another option to use expressino method, instead select an object you write what you want like in the Python script of Construct1

    >

    > 2: more options in the system object, like an action 'move layer(n) X' and Y, this way people can make automatic scroll of a background, there is a lot of place for improvement here.

    Cant you do no.1 already with the system command create object? I havent used it yet but I thought that what it was for.

    No.2 sounds pretty awesome to me.

    thanks for reply ;)

    Also let me explain exacly what I mean with the No.1:

    Right now if you create a new object using the system a box will appear and you have to select a object from a window, select his layer and x,y position.

    My suggestion is also have another option to select the object you want to create, this one will use expressions, just like in Python script on Construct classic.

    So let's make an example:

    You have 20 sprites with expression "name", each with a different string and you made a condition that if you click on one of them a object according to his name variable will be created.

    Right now you would have to create 20 events to achieve that.

    With the expression method of creating object you can do that with 1 event like this:

    Mouse over Sprite1 - create object Sprite1.name

  • Got another suggestion that probably would make every1 happy ;)

    also it isn't something hard to be done considering what was already made in C2 ;)

    So the suggestion is in an action like Set/add/remove variable sometimes you just want to change the sprite to another one and keep the same action (for that both objects must have the same variable). Right now to do that you have to click in the action, click 'back', then 'back' again, select the new sprite, click 'next' two times and 'done'.

    An easier way would be to right click it and have an option to 'select another object', this option would first check for sprites/etc that have the same variable and would appear a box with the selected objects that match it, you choose one and press 'enter' and/or 'Done'. After that, the action didn't change, just changed to another object.

    Trust me.. this will make the development of a game faster ;)