Lost my Keys's Forum Posts

  • Works flawlessly for me, all four of the examples do.

  • Although I like your enthusiasm, I fail to see the point of this thread.

    Basically any 2D game you can think of is possible to do in Construct. Period.

    Well imagine someone comes along wanting to make a game like say.. Paperboy, or know of elements in an old game they'd like to do, but don't know where to start. They do a search. The name comes up and they're directed to the first post. At a glance they can see if it's possible, and how difficult it is, along with brief notes about making such a thing, and assuming someone's posted about it, a link to that post further into the thread. From there they have a better idea of the direction they're heading, so future posts about X or Y problem or trick will be easier to follow.

    Besides, it's one thing to say anything is possible, it's entirely another to actually do it. Anything can be made with notepad and a C++ compiler. But you can't just sit down and make it without a jumping off point to start from.

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  • Reserved for future use

  • Reserved for future use.

  • fine, it's gone.

  • Let me give you a very simple example for some sort of grid-based game.

    So you would make your editor in a way that when you clicked somewhere on the playfield, it would create a tile at the current grid position.

    Mouse1 clicked -> create tile at floor(MouseX/32)*32, floor(MouseY/32)*32... if your grid resolution was 32 that is. Then you'd have an Array with the correct dimensions: LayoutWidth/32 = Array.SizeX and LayoutHeight/32 = Array.SizeY. And on click or with a loop on saving you could set the value of the array to info that is relating to the object at that position (object name or animation name/frame of the tile for example). To save your level you can simply use the save to file action of the array.

    Now in the game you run a For each element loop of the array and create the according objects at Array.CurrentX*32 and Array.CurrentY*32 positions. And then you'd have your game engine on top of that. Voila...

    That's for a very simple example. You should also look into Hash tables and INI files, which are usually used to store data outside of the game exe itself too. For more complicated editors an array wouldn't be feasible after all.

    Ahhh! Damn that sounds so useful! So much simpler than I thought too. I suppose with some effort you could even include a custom editor as part of the game too couldn't you? If all the complex bits remained internal, then the editor just let you place things. It's within the realms of possibility isn't it. Dammit this program is cool, lol.

  • Been asked for, probably not to high on the giterdone list tho....

    Aww, shame, would be neat to have. Mind you, anything worthwhile putting into it would take some time to make, so I suppose there not being a rush to get it done isn't that big of a deal.

  • :evil: Graaargh

    No, really. Ugh, it's a terrible site. I mean, just take a look at this:

    http://i49.tinypic.com/dfbp50.jpg

    And on top of that, I got a popup ad as well. Bleah. Now let's compare that to this:

    http://i49.tinypic.com/2u8ku8w.jpg

    Ahhhhh.... it's like a spring breeze lifting your soul. It's like puppies and kitties playing together in a meadow full of pillows and gumdrops. No ads, no popups, no garish, ghastly crap to look at... and it's a hell of a lot faster than Mediafire. Go there now! Sign up for an account! Make people happy to download your GS clones and Megaman/Sonic crossover RPGs.

    Here's the link: http://www.box.net/

    Awww, sorry. Like Dopple, I've had no popups no messages and no ads. It was the cleanest one I found. Guess I'll just use my own domain for hosting them then instead of being a bandwidth scrooge using file hosting sites.. lol.

    BTW your avatar is SO appropriate for this thread

  • Wasn't sure where the best place to put this was, but Help and Support seemed like the best bet.

    Ok, well I've seen more than a few people mention how they've made level editors for their games, rather than just creating the levels directly in construct. I was curious if someone who's done this could explain how? Like, I'm guessing this is so they can use tiles in a quicker fashion right? But how do you set it up to save it out correctly and in a readable format, or do you just save one huge image file (which sounds really unlikely and I hope the latter is not the case!).

    Can your level editors do other things too? If so, what?

    Have you made other tools in the same way for use in creating your game? If so, what were they?

    I'm just curious really as it would be something I wouldn't mind having a go at doing, but creating a working editor from an editor warps my brain a bit right now and I'm not sure how one would work. But they do sound useful, since every game is different and no matter how awesome construct is, having a custom editor for a game you happen to be working on at the time sounds really helpful.

  • Stencyl started a "closed beta" program around the end of October (invite only). I'm not sure how many people are using it now but from what they same it seems to be easier to learn than Gamemaker.

    Who knows when the general public will be allowed to download it. They still refuse to show screenshots of the editor, and I guess they're not even allowed to talk about the editor in any detail.

    I found a few screenshots of the editor on google images. I dunno how old they are, or if they're official or what.

  • > Hmm, if I'm right in thinking what you're trying to do, it does that automatically. Have you made sure unbound scrolling in the layer properties is switched OFF. Because in that case, I'm 99.9% sure that the player will be centered in the screen until you reach the edge of the playing area, at which point the view will stop at the edge, while the player can continue up to the boundaries.

    >

    I believe you have the gist of my idea. And you're right that that is what is supposed to be happening. But it doesn't. I have all the settings set in such a way but my player still moves around the screen and even out of the HUD.

    *

    Try that, it works. The only reason you can move off the screen is there's nothing setup to stop you going off the edge in it, which would be simple enough to do. But it shows the player staying in the center until reaching the edge. I'm guessing you may have accidentally put your player character into the same layer as the UI? Or something along those lines.

  • In that video his frame rate is constantly below 60 also his animations suck.....

    The low fps could be to do with him capturing video, that often slows things down (unless they use Camtasia which is awesome and doesn't slow anything down hehe).

  • > Why don't you just use the rotation behavior on a sprite? That's all your doing isn't it, rotating it one direction or the other?

    >

    Not exactly, because that would make it rotate at the center, so it would have both ends moving at the same time. I need both ends of the stick to be in control.

    Imagine playing this with a Playstation controller. You have two analog sticks. One analog stick controls the left end of the stick, and the other controls the right. If I move the left stick in a direction, the left end of the stick goes that direction, but the other end of the stick has to stay still.

    It's not like - / | \ - kind of movement. It's more like _\|/_. If that helps at all.

    Maybe another visual example. Look at this game

    Subscribe to Construct videos now

    He's controlling two boats with a line in between, the only difference between that and the thing I need is the line between needs to be the same length at all times. So the two 'boats' are at the same distance away from eachother all the time. (cool game btw)

    If you want a physical example, take a staff or something and hold both ends. And just move it with one hand at a time. Move your left hand up, but your right hand still. And then the other way around. I don't know a better way to explain it than that.

    Well I can't help with how to do it, only that I'm pretty sure it's possible using events. Say for example you use the xbox controller object. That gives access to all the buttons/directions. So then if you were to use events to control what moves what and where, rather than properties, it'll solve the problem with controlling things independently.

    Then I think it's simply a case of setting up an event which checks the distance between the two ends of the pole and preventing them from moving further apart or getting closer together. Which should be doable. As for changing the pivot point, erm.. maybe some event that if X moves, then play pivot on Y's position, and viceversa, could that work? Hmm, it's difficult to explain isn't it? lol. I DO know what you're after, I just can't word it right.

  • Ah, that would make sense. Resizing go!

    What I'm looking to do is this.

    Player moves in a grid around a play field, but the HUD moves with him so he always appears to be in the center... UNLESS he reaches the bounding at the edge of the field, in which case the view no longer centers on him, so he can move to explore the areas in corners of the field. I'll try to toss a .cap together to see if I can show you what I mean.

    Hmm, if I'm right in thinking what you're trying to do, it does that automatically. Have you made sure unbound scrolling in the layer properties is switched OFF. Because in that case, I'm 99.9% sure that the player will be centered in the screen until you reach the edge of the playing area, at which point the view will stop at the edge, while the player can continue up to the boundaries.

  • Feature Request:

    avi/mpeg player object with no visible controls, which can run behind other objects, sprites, layers etc.

    Example:

    *

    This is an example of what I'm talking about. Currently the included avi object overlays everything else, and has it's controls at the bottom. But in the above example, the animation is playing behind the ship, with no visible video controls. The method I used for this example is explained below, and as you'll see, it's not a usable solution.

    Uses:

    * Playing cutscenes in a more professional way, without having controls visible on screen

    * Complex background animation which is either impossible, too resource intensive or too time consuming to create directly within construct, could be played back from a video file instead.

    It would work pretty much just like the current avi object, but with the added option of not displaying the controls. And the ability to play behind any number of layers and/or objects.

    Why have it?:

    The current avi object is great, and does exactly what it says on the tin. But these two improvements would make it even more useful for the game side of things.

    This can currently be done with a regular sprite that has all the frames added. However due to the nature of construct's compiling to a single file, and the number of sprite frames which would be used in this way. The resulting executable would grow well above a few gig in size for a small game using a different animated background done like this.

    By using an mpeg or similar, it would:

    Allow people to download the animated background videos as an option (without them a default simple background could be visible in the game instead if the player couldn't find the required file).

    Avoids huge executable files by keeping a large chunk of the game as separate files. So if the exe needs updating to fix a bug, a player wouldn't have to re-download 20gigs+ of a single file.

    It could also be possible to give basic interactivity to the video, for example if the player is moving forward, the video plays forward, if they move backwards, it plays backwards. Very basic I know, but this basic control might be useful in some types of games (like shoot-em-ups) where the player might have control of moving forward and backward in a level, so rather than the background continuing to move on its own, it stops as it should when the player stops. Setup right, this could give a pre-rendered parallax effect, using far higher quality effects than would be possible with sprites and tiles alone, without it causing any extra strain on the system. And being a video file, it would still be 2D.

    Does this make sense? I mean, I think it could be a good addition. Anyone else agree?