JudgementLoaf's Forum Posts

  • That's awesome! Thanks a bunch!

  • Sorry, i think I need to be a little more careful when phrasing my questions. I am looking to create a simple ship vs. ship game, akin to spacewar. However, I am also interested in making different ships with different stats. The idea that I am using has a custom control scheme for moving the vessel, and I was hoping to apply that control scheme to each ship involved. However, as it is a custom scheme, and many possible sprites are going to be used for each player as well as an AI controlled opponent, is there a way to apply this universally so that when the player selects his/her ship the control scheme will carry over regardless of the ship used?

  • Perhaps I have missed something, but is there a way to take controls that have been mapped and translate them into a behavior pattern for use over multiple sprites? If not, can this possibly be accomplished via use of grouping sprites under families if one is intending to be able to switch out sprites in game? Thanks for answering my beginner questions.

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  • Thanks a bunch. Got that fixed (by simply deleting the ELSE), but the single player menu still refuses to execute (I believe that the single player menu return is initiating the moment I press the single player execute button). Is there a way to fix this in its current format, or should I be using a different base structure altogether?

  • Ok. I thought I had it, but no luck. Ive uploaded the .cap if some one wants to take a look at and tell me where I am messing up, that would be helpful.

    http://www.2shared.com/file/4137951/cb2d75a4/Core.html

  • I have actually run into this error. It seemed to be triggered when I tried to run the game with the fullscreen function enabled, either by command or in the properties menu. Try making it in another resolution and see if it works.

  • AH!!

    Thank you! That fixed it.

  • Hello again!

    I have been working on a menu function using a number of buttons, and have run into the problem of simultaneous executions from a single button press. After reading through the forums, there have been several mentions of using the ELSE function to fix this. However, I cannot seem to get it to work. Are there any examples of the else function in action that are available to check out?

    Thanks!

  • Did that and it works wonders. Thanks!

  • Ok. With a bit more experimentation, I was able to pin this down to an interaction between the directsound and the fade behavior. When the fade behaviror begins on startup, the program would not run. However, when that option was not active, the program would test, music included. Any ideas on how to fix? Thanks!

  • I am still using directsound as of yet, but I have encountered a bit of a problem. Adding directsound to my layout prevents it from running either in simple test mode or in debug mode. Any ideas on what could be causing it? Rebooting the program after removing directsound seems to fix the problem.

  • The movement system is mine. I tried to make an existing behavior work, with no real luck. So I created one using a variant on an idea that was posted for a laser sight tutorial.

  • Very impressive! Im envious of the art....

  • Yeah, I had played around with making the missiles more effective, and it had a pretty good impact on the game. Other than that, does anyone have an example of how to make the objects spawn off screen randomly? I had noticed that particular problem (the asteroids spawning on screen), but was unable to come up with a good way to make them appear out of the players vision in a manner that didn't leave them cluttered in one particular area.

  • Thanks! I love space games, and with any luck I will be posting more complex ones soon. Any major problems you guys found?