Mort's Forum Posts

  • I suppose it must have crashed because I'm using a later version of Construct (I'm on 0.99.84).

    Here's the same file as an EXE. If the movement seems okay to you, it would be very easy to reproduce - just use the settings I mentioned earlier for the ball, plus you need physics objects with 'immovable' ticked surrounding the layout to prevent the balls flying off into space. Also, I used literally one event - at start of layout, add force 1500 to get the objects moving.

    http://dl.dropbox.com/u/906550/Construct/physics.exe

  • Here's a simple method I found to make terrain tiling less obvious without using a lot of resources. It's very straightforward, but someone might find it helpful - I tried some more complicated methods before realising this works.

    For the terrain, I used six different frames of noise and assigned them at random.

    For the grass, similar but with drawn frames instead of noise.

    Left click to turn off randomness, right click to turn back on and re-roll.

    http://dl.dropbox.com/u/906550/Construct/noise2.cap

    Later on, I will make stuff like grass re-roll if two identical images are adjacent - when that happens, it looks strange.

  • This is a cool idea, but I can't think of anything that hasn't been done! (I was going to ask for an app that creates and uses keyboard macros, but then I found AutoHotKey.)

    If you're able to, maybe you should expand the proposal to include plugins/behaviours? There's always a ton of stuff floating around in Feature Requests.

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  • You could try the Physics behaviour. With linear damping at zero, elasticity at 100%, and collision mask set to Ellipse, it works in a similar way to the ball behaviour, but with better accuracy.

    Like this:

    http://dl.dropbox.com/u/906550/Construct/physics.cap

  • I've reported it on the tracker with a cap. I've heard the developers are pretty busy at the moment, so it'll probably be quite a while to get fixed.

    Meanwhile, could try putting each frame of your AVI into a Sprite object's animation. (It'd have to be a low-res, short video, though - otherwise it'd be heaps of trouble and probably a large filesize too.)

  • I had a look. Starting from scratch, if there's an AVI object on Layout 1, it'll also show on Layout 2, 3, 4, etc. Even if it's not global.

    So - that's a bug, right? Or am I missing something?

  • Yep, it's down.

    (Maybe use dropbox?)

  • Good one! Seems to work well even with lots of units and obstacles.

  • I've played a game that uses multiple mouse pointers - Rag Doll Kung Fu, a sort of 2d ragdoll physics deathmatch. Each player uses one mouse... I think up to four players.

    We never had that many mice, though.

  • Works for me! Amazing example, too. (Note: running 99.42).

    Candescence, are you sure you overwrote the original Sine files in the Plugins directory? They do lock when Construct is in use...

  • Wow. Okay, your way uses less events, detects more reliably, runs faster, and doesn't crash. Thanks, Lucid!

  • I finished the game. The difficulty seemed okay, or maybe a little easy; I got through the levels in one try, or two at most. I was actually glad that the platforming wasn't too tricky, since that might have been annoying when combined with physics. More difficult puzzles would be nice, though.

    The speed seemed a bit slow - perhaps you could increase timescale, if that wouldn't cause problems.

    Overall, everything worked well, but it could have been more interesting. The part I liked most was when the jumps were introduced, because that made the gameplay more complex. I think the game might be better if it had elements that can combine to make the levels more devious - gravity-reversing switches, fans, tethers, balloons, something like that. Or maybe more abilities that you can pick up other than 'jump' - like repel, swap places, etc.

  • If that method worked, I guess it's time I learned more about trigonometry.

    I've definitely had the 'oh, it's built-in!' experience with Construct - making this, I was kind of struggling until I found the 'Angle is clockwise from' system condition.

  • For the project I'm working on, I need to make objects 'bounce' off a circle (reflect at their angle of incidence). I came up with a solution that works reasonably well, with a few odd glitches - pretty sure I could work those out. Unfortunately, it also crashes the runtime sometimes, which is a deal-breaker.

    [I know, crashes are always bugs! Submitted to the tracker.]

    Does anyone have an alternative method? Surely there's a neat trigonometry solution to this. Hell, I was kind of surprised it was possible to do without trig.

    http://dl.getdropbox.com/u/906550/bouncetest-02.cap

  • Oops, should've explained that better: The framerate will probably be 60 (that's default) - but you may want to change the 'minimum framerate' setting, which is under 'Advanced' in the same section.

    If you set your minimum framerate to the same as framerate, then the game will slow down when the framerate drops (rather than skipping frames.) This is good for games that need accuracy, because you never miss collision detection due to a skipped frame.