machrider's Forum Posts

  • How do you do this in Construct? I don't know, even after using it for so long, I still have trouble finding things in the event editor since I am so used to the way Clickteam products are laid out (even though I haven't used a CT product in a long time).

    I'm trying to make it so that the player can only fire a bullet object when there is less than three bullets on screen.

    In, say MMF or The Games Factory, for example. I would do this by

    (Condition)

    Upon pressing "Z" key

    + Number of "bullet" < 3

    (Action)

    Create "bullet" at "player"

    But I can't seem to find the thing that counts (compares) how many objects are on screen. Where is it in Construct?

  • I know I'm a bit late in saying this, but this is truly amazing.

    I could only imagine what would be possible now if Construct had the ability to load 3D meshes or even other shapes rather than just cubes. We could possibly see something on the level of Doom, Duke Nukem 3D or even better, maybe even Quake.

  • Yeah, that's another way of doing it.

    But the "automirror" option under the platform behavior properties is supposed to do that for you, without any events. And it doesn't seem to be working.

    I guess I'll just file a bug report then.

  • http://machriderx.googlepages.com/automirror.cap

    I have "Auto Mirror" toggled on yet it does nothing when I test it ingame. Am I doing something wrong here or is this a glitch?

  • Damn. I never knew that. I always thought I could make a platform game with pushable physics crates and such. I was wondering why I had trouble doing something that Construct seems to be able to do.

    Yeah, I've already made a platform movement once using the physics behavior in an earlier example I uploaded here. But it isn't really that ideal for player movement since it skids around a lot and can sometimes be too "floaty." It just doesn't have the same feel or level of control that the actual platform movement does.

    If I could use something that had the same type of control and precision of movement as the platform object but with properties that can interact with the physics object, that would be great. But right now, it seems like that's not possible. I would love to see it in a future version though.

    Edit: Also, the 8 way and other movements have the same problem, right? Maybe do the same with those and make it so those can interact with physics objects as well.

  • There doesn't seem to be a clear or simple way to get the physics behavior to behave properly with the platform behavior (or other behaviors). I covered this problem mostly in this topic:

    Anyway, as I was saying before, in the event editor (under the "Physics" tab), there should be an option to enable collisions with an object. Currently, there only seems to be an option to disable collisions with an object.

    I thought there was an "enable collisions with an object" option before, but I don't see it (at least not in the recent version of Construct). Since it doesn't seem to exist, I would like to request for it to be added as a feature.

    Edit: Either that, or some other way to make two behaviors work together without problems, platform and physics especially.

  • That's not the only glitch. It looks like it works fine but play around with it for a while and you'll notice some bizarre things. For instance, right now, my character unexpectedly disappeared off the screen because the physics objected landed on its head. I tried again to see what happens if the player is under the physics object and I got warped to the left or right of the screen.

    Here, take a look at this .cap file. Put yourself underneath the falling object (let it fall on your head, in other words) and see what happens:

    http://machriderx.googlepages.com/platform.cap

    I don't think this is how it's supposed to be done. The two movements are obviously conflicting with one another. Call me crazy, but I thought there used to be option in the event sheet editor where you can include which objects can collide with the physics object. All I see now is an option to disable collisions with an object.

    Maybe it was in an older version, but I don't want to go back and install every old version of Construct to see if it was there. If it wasn't then I don't know, I'm pretty sure I was able to get this to work in an older version without assigning two behaviors for one object. I thought this was a pretty basic thing that Construct could do without a problem (or any strange glitches, for that matter).

  • I tried that already. In fact, I've already tried everything you just mentioned. The player ends up glitching and getting launched into the air or teleports to the other side of the object its colliding against, as well as several other strange behaviors.

    There must be some other way to do it. I'm pretty sure that's not it.

  • This might seem like a simple question, but I can't figure it out. I'm pretty sure I've been able to do this before but now I can't.

    How do I make it so physics objects (boxes, crates) can be pushed around by objects using the platform movement?

    I want to make a crate that can be pushed around by the player. But instead when I try it out, the player is about walk through it. What am I doing wrong?

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  • I already use this, and it's a good fix for games that don't support a joystick. But I would much rather have DirectInput functionality in Construct for the very simple fact that DirectInput has analog support. With analog support, I could make a twin analog game in the style of Geometry Wars which would be awesome.

  • Maybe you could try running Windows through Boot Camp, then run Construct. Most VMs have trouble running even old Multimedia Fusion games at full speed (I tried using the Windows version of Parallels to run an old game of mine on an older version of Windows, it was slow), I can't imagine one trying to run Construct.

  • Actually, scratch that. It works great. I was putting in the wrong values.. anyway sorry for the triple post. I would delete the two posts before this one (and this post as well) but it won't let me.

  • And doing so, well, is proving to be quite buggy. I'm trying it now and the built in platform movement doesn't seem to play nice with it being moved around forcefully through the event sheet editor. This is really a pain in the you know what.

    If only there were some other way to disable the movement keys so that they didn't interfere with the enemy's ability to move.

    EDIT: Wait, I just found it. There is a "Set ignoring input" event. I'll try that out.

    Edit: Okay, ignore everything I have just said. This "ignoring input" command I found actually works. Heh, I said all that for nothing. It was right in front of me all along.

    Edit 3: Well, I am able to get the AI to jump... but there is no option to make it move to the left or right, although moving it to a certain X value works... although not quite as good.

  • Setting an enemy NPC to platform movement causes the enemy to move whenever you try to move the player. It seems like Construct neither has the option to control more than one player nor does it have to option for a movement (or "behavior") to be not to be controlled by the keyboard at all.

    If you try to delete the movement keys in properties, it just sets them back to the default values. It doesn't let you "unassign" them.

    This is all a huge oversight in my opinion. I would suggest that there be an option to assign what controls an object (the player, another player (separate set of controls), or nobody at all).

    But I could be missing something, if you have found a way to prevent this from occurring let me know. But as far as I've seen, it seems like Construct doesn't have support for movements being controlled by anything other than one player.

    I really hoped this is addressed soon because I had a cool platform AI system that was working great until I found out that it could be moved around with the keyboard.

    Edit: Actually, it does let you unassign the keys. But you lose the ability to move your character according to the rules of the built in platform movement and have to instead make your own by setting the X movement values, etc. yourself in the event sheet.

  • I second that notion. I hope to see this fixed right away. Thanks Ashley.