Malagant's Forum Posts

  • 3 posts
  • Ok, thanks for the suggestions!

    I will try to make my own creation event with containers and/or value checking; it should not be difficult.

    Concerning the Platform School I've red the first lesson for now.... very good tutorial!

    [quote:2n340lj1]Maybe it would be good to have "Construct for Gamemaker Users" tutorials.

    Agree!

  • [quote:287ykzz7]I think the difficulties you're experiencing just have to do with unfamiliarity with the program... once you get into it you will see that it's actually quite logically organized.

    Yes, you are probably right, but at the moment I'm still a little bit confused about events.

    Here it is a little example of my actual situation:

    I place some isometric walls in the layout editor.

    At the start of layout (runtime) I wish that every wall creates an invisible sprite used for

    collision detection (instead of placing them manually in the editor).

    Ok, I can choose the event "start of layout" to let the wall spawn the collider sprite and this is good,

    but how can I achieve the same behaviour if a wall is created, for any reason, at runtime after the start of the layout?

    In Game Maker this is easily achieved by selecting the object "wall" and, in the "create" event for that object, typing something like: "instance_create(x, y, collider)"

    In this case the corrisponding action takes place only once, at the creation of the calling object.

    With Construct I've tried selecting the event "wall is visible -> wall spawn object: collider" or "wall is on screen -> wall spawn object: collider", but colliders seem to generate at every frame (tick) instead of only once at the creation of the wall object.

    I've tried a lot but I've not been able to find a solution yet.

    Thanks!

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  • Hi, I'm new to Construct so many of the considerations you can read below may be influenced by my unexperience with the software.

    GameMaker seems to be an outdated application compared to Construct, but in many cases I had the impression that GM gives you much more flexibility.

    For example in GM there are few events, but they are very flexible and their use seems to be more "logical" than the events in Construct (to me obviously); in general in GM I think it's easier to integrate drag and drop actions and code.

    I've experienced many difficulties in the porting of a GM work to Construct; for example I've not been able to find an event similar to the "create" event in GameMaker (where the corresponding actions take place only at the creation of an object).

    On the other side Construct is graphically excellent and has a very good layout editor compared to the room editor of its counterpart.

    In particular layers are awesome and the possibility to use a png file with transparency directly in the layout is very useful.

  • 3 posts