lolpaca's Forum Posts

  • Develop Online has published a list of games in development in the UK - there are at least 2 Construct-made games on there that I can see, can anyone spot any more? <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    http://www.develop-online.net/analysis/ ... ow/0194820

  • Very nice.

    How did you make them move perectly square? when i'm using pathfinding even with disabled diagonals it's kinda round the edges when approaching.

    You can do it with nodes, I made a capx example a while ago. Works with or without diagonals. Hope that helps.

    https://dl.dropboxusercontent.com/u/106 ... nding.capx

  • Gah, I got all the way to the boss and he killed me. Awesome game, the mechanics are simple but fun. Would be great to see a few more powerups like twin shot and stuff!

  • Update v19

    More stuff! Bombs, more rings, and a start screen... check the devlog for details. Inventory's the next big job to get done.

  • It'd be good to have the option to just preload all of the audio as part of the loading of the entire game. I know using this would mean longer overall load times, but not everyone minds that.

    The preload thing works, but it's not a very elegant solution - I have a huge block of about 50 sounds preloading on my first layout's event sheet because I don't like the way the sound stutters on first play otherwise, and I have to remember to add them manually to the block each time I add a new sound. Maybe a "Preload All" option or something?

  • Awesome, looks like an amazing event to have been a part of and sounds like it went down really well too!

    How's the demo progressing? Can't wait to give it a playtest

  • Both of the examples you posted as images should be fixed by using the "Else" condition between the "Selected = asdf" conditions. Though I agree with you on the first one, it shouldn't be necessary because triggers are supposed to run only once.

    I'm thinking that because of the nature of triggers, whenever you fulfill the condition of a trigger, it gathers all triggers of the same kind, queues them and checks if they are able to run because of previous conditions in order, so by the time they check the second one, the "Selected" condition is also true for that one, and it runs anyway.

    Else should be your solution

    Yeah, that's what I (finally) came to realise. I just find it odd that something apparently so simple is fairly complex to execute - I'm not sure if the multiple-triggering thing qualifies as a bug exactly, but it's certainly a bit counter-intuitive and I'm surprised I haven't run into it before.

  • Brilliant, thank you! I think I understand why it's working now, sure is a weirdly complicated thing to do though...

  • Ah I see... but it still won't work when pressing Up Arrow at the top/Down Arrow at the bottom (I added in the right events but it just seemed to break it )

    Anyway, all in all it seems it's less of a faff to do it with a numerical variable so I'll just do it that way. Thanks for helping

  • I have a clue here:

    Done this way around it works, at least going up and down, though going up from "New Game" doesn't bring it back to "Controls" and vice versa as I want it to. I understand the way the logic's flowing - if you put the unfulfilled condition as the first sub-event, it's 'skipped' and the second sub-event fires. If the first sub-event's already fulfilled, though, they both fire, which isn't what I want

    It's not a huge deal as I can do it the other way with numeric variables, I just find this way neater and it *should* use fewer events. It seems like such a simple thing to do, but I can't figure out the logical way around it.

  • Yep, I've tried it with adding and subtracting variables and that works. I just don't understand why this way doesn't - like I say, the logic shouldn't be letting the second one fire.

    RE the ordering of the events, yeah I've tried it both ways round (neither work, this was just the second one I tried!)

  • I'm making a keyboard-controlled start menu for my game. Currently there are just two options - New Game and Controls. I have a Torch sprite that hovers by the currently selected option, and I'm also using its text instance variable "Selected" to determine which option is selected. Below is the code I'm using to try to make this happen, and for the life of me I can't figure out why it's not working

    I mean, I think I understand why nothing's happening - you press Down Arrow from "New Game" and it switches to "Control", but then Construct immediately triggers the same action for "Control" and it ends up where it started. But why? As I understand, keyboard commands are triggers - they should fire once at a time, so the second one shouldn't be firing. Any help please, I'm sure I'm missing something but this is driving me mad

    By the way, Torch.Selected is set to "New Game" by default, so that can't be it.

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  • I think a "For Each" (Enemy) on the condition that handles Z ordering should sort it.

  • Ah, I was looking for something like this. I have a cooldown between spell attacks in my game, but I want an effect that reduces cooldowns by a percentage rather than a flat rate. The equation currently looks like this:

    =(A-(((A/100)*B))/2)

    where A is the base cooldown of the spell, and B is the cooldown bonus modifier (dividing by two at the end so that a 100% increase effectively halves the cooldown).

    My spell cooldowns count down in milliseconds, and I want the player to get the flat benefit of even a small percentage increase, so am I right in thinking that if I take the output of that equation and do floor(output*100)/100 that'll do the job?

    In other words, if a spell's cooldown is 0.30 seconds and the player has a 2% cooldown bonus, I want the cooldown to go to 0.29 seconds, rather than 0.297 which wouldn't provide any practical benefit.

  • That's awesome, reminds me of GTA1 perspective. It's kind of atmospheric as it is, too. Nice work!