Jonaw's Forum Posts

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  • The reason I explained this is because I am not sure whether you are cloning existing layout or copy-pasting objects from existing layout to new or creating new instance of the layout (Ctrl+C)

    I have tried both, and as soon as i add anything with physics the game crash (when switching layout).

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  • I can bring everything over to the new layout except anything with a physics behavior.

    I�ll probebly upload it to the bugtracker as soon as i come up with a workaround.

  • You should duplicate layouts. If it crashes, that's a bug. Did you report it to the tracker?

    Well, no. It crashes when you do a layout change to a duplicate, that uses the originals event sheet, or if you include the original even sheet in the duplicates event sheet.

    I would report it to the bugtracker (or i�ll do it after my deadline) if i had the time to really isolate the crashing factor and replicate it.

  • I�m currently doing a platform game which will require quite a few screens/layouts. My first thought was to simply duplicate the first layout and change that, but that crashes construct, and its also rather messy methinks.

    Another way i�m thinking of is to just have one huge layout and simply move the camera, but that strikes me as rather messy to, it would also take up a lot unnecessary cpu/ram.

    Is there anyone who have tackled the same problem and developed a good solution?

  • I cant reproduce it now, perhaps I was doing something wrong.

  • I�m having this problem to. Really annoying. =/

  • Excellent Arima and Rich, Thank you

  • I�m prototyping a 2d shootergame with fake 3d depth (think double dragon).

    Right know the game knows what z-depth an object has based on what sprite its above, and that works. Problem with that though is that its hella inflexible and complex.

    Is there a way to tell an object its z-depth based on what coordinates the object has?

    You could create a private variable and tell it the object y, but that would be too exact. I would like Construct to tell the object what position it has every 20 pixels.

    So, an object placed x.20 y.460 would have 23 in z-depth.

    x.600 y.423 = z-depth 21

    x.200 y.469 = z-depth 23

    I think you get the point.

    I also would like to know if there is a way to measure the distance between two points, that would be really usefull for a multiplayer camera.

    ex = Distance between A & B = 100 pixels, the camera would then zoom out a sufficent ammount to cover both players.

  • I figured it was an angular constraint or something like that.

    Although breaking force would be cool, it would be even more cool if you could delete hinges. Its quite the process to do that right now.

  • What does the stiffness (physics) parameter do? I changed the number from 90 to 0 to 100000000 but nothing changes. Is something happening that I cant see, or is that feature broken?

  • Yes, you were right deadeye, i changed it from physics to this:

    Goomba.X = Goomba.X + 100 * TimeDelta[/code:695hp1hv] and it worked as it should.
    
    Very strange that it didnt work with physics though.
    
    A big thanks for your help.
    
    SoldjahBoy: Ill try your example.
  • Hmm, your problebly right though it is strange that the Goomba works perfectly when there is only one of them.

    The reason to use physics is mainly becouse i want the Goombas to interact with the other objects.

  • cap. http://www.fileshack.us/get_file.php?id ... =Mario.cap

    How would such a routine look? As I said earlier i tried doing it with loops, but it didnt really work out.

  • Thanks for reply. =)

    Instead of "direction" being set to either 1 or 2, have it set to -1 or 1. That way you can do this:

    > +On collision between goomba and pipebottom
       -goomba:Set 'direction' to 0-goomba.Value('direction')
    [/code:upez4qet]
    
    (That's "zero minus direction.")
    
    

    Thats pretty clever. Still dosent work when having more than one Gomba though. Is it even possible to have diffrent private variables for instances?

    About the brick:

    I know how to do it with animation, that was really never the problem. The problem is doing it without animation.