Jayjay's Forum Posts

  • konjak Jayjay - Actually, I think Dima111 is right! I tried it with a blank .cap - 6,674 bytes, created a sprite, added a condition for the sprite, then deleted the sprite, which deleted the condition automatically and resaved - the resulting .cap is 6,954 bytes! Deleting the event first and then the sprite instead results in 6,697 bytes.

    Darn, well that really "bytes" <img src="smileys/smiley36.gif" border="0" align="middle" /> but yeah, I guess I better keep this in mind making my future games <img src="smileys/smiley5.gif" border="0" align="middle" />

  • I have met such effect in MS Access DB.

    I'm don't believe Construct Classic has the same problem, but I can vouch that Access does this. When you delete data it is never actually removed, I've seen someone re-create their data so many times that their database got to 1GB without very many data records visible.

  • They are a pretty cool idea, but not really portable if you need to carry all your cartridges around at once. I'd recommend getting a phone with a hardware keyboard or the Xperia Play like controllers and just using emulators.

    If you like the controller feel, you can pick up USB SNES controllers pretty cheap (I bought and like this one: amazon.com/Retro-Nintendo-Controller-Not-Machine-Specific/dp/B0034ZOAO0/ref=pd_sim_vg_1)

  • Jayjay,

    Your help is really inappreciable! I will remake the game. Of course it will take some time, but the way I've started with I know for sure is an impasse. Now I will try another one you've tought me.

    Glad to help Dima111 =] Good luck!

  • Awesome, glad to hear it's working =] and yup, you can create objects by Name too!

  • Jayjay,

    A bit simplier question)))

    I have 25 destroyers that are alike each other and every destroyer has 1 (suppose) gun. So all 25 guns can be instances of a single GunSprite. Am I right?

    To differ the 25 instances from each other need I to create for my GunSprite the PV "Ship name" and after "Create" to write in the Instance PV - AAAA, BBBB, CCCC etc?

    Absolutely, you can match them up with a private variable on each (eg: "ShipNumber" on ship and on GunSprite, then have conditions saying "GunSprite: Value "ShipNumber" = Ship.value('ShipNumber')" and then do positioning events)

    Or you can use containers. Add the GunSprite object into the container of Ship in the object properties (in layout editor), and whenever you create one of the objects its pair will be created too. Plus, any event relating to one Ship object will automatically refer to its specific GunSprite too!

    Edit: Careful with containers, if you destroy one of the objects in a container their pairs are destroyed too, same with creation. However, each group of objects (Ship and GunSprite) will act separately from other groups.

  • Yep, you can configure the object as much as you like with actions after the create action and it will only applied to that instance.

    That second set of events should work with all of your instances already I believe.

  • In the event sheet editor you can use the System object action Create Object to spawn a second instance of whatever you would like.

    You can even configure it with unique values if you add the settings right after the action that makes it (eg:

    -Create "Sprite" on layer "Objects" at 0, 0

    -Sprite: Set color filter to Red

    -Sprite: Set private variable "Life" to 100

    But, if you want to create multiple sprites at once, you need to do it like this:

    -Create "Sprite" on layer "Objects" at 0, 0

    -Sprite: Set color filter to Red

    -Sprite: Set private variable "Life" to 100

    -Create "Sprite" on layer "Objects" at 0, 0

    -Sprite: Set color filter to Red

    -Sprite: Set private variable "Life" to 100

    as any settings after the "Create" action will apply only to the newest sprite you made.

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  • Looks awesome Arsonide =]

  • Nice creation! i wonder how i do get IP to connect?

    Thanks Joannesalfa. You can try whatismyip.com to manually get an IP.

    As for an automatic method, I think there only exists one for getting a LAN IP from the system settings.

    Otherwise, cool services like noip.com have a free program that will collect your IP and automatically link a DNS of your choice to it (eg: yourservername.theirdnsserver.com will link to your IP)

  • Hmm. Can you post the size of the bmp file?

    It may be worth saving them as PNG format instead as it's what Construct Classic stores into internally anyway.

  • Maybe try it with the free VMWare Player software, it's probably the best around in terms of DirectX hardware acceleration/emulation

  • The Tetris part reminds me of I Wanna Be The Guy on the

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    <img src="smileys/smiley4.gif" border="0" align="middle">

  • Jayjay

    Thanks a lot for those links - your game is a very useful reference for multiplayer development in Construct 2.

    No problem, I'd love to see multiplayer plugins and games made for Construct 2 <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Well, if you're looking for multiplayer in Construct Classic then I made this game open source a while back: Pixel People Online

    It uses SciDave's awesome Network Plugin, but unfortunately the plugin does have problems when high latency is involved (if a packet misses, it gets in an endless loop of resending, so it might be good to only play in-country or LAN multiplayer)