Mr. Ksoft's Forum Posts

  • I had thought you couldn't do that because right-clicking on an object without a physical representation in the layout (XAudio2, MouseKeyboard, etc.) didn't give me a copy option. However I just now discovered the good ol' Ctrl+C/Ctrl+V will do the trick. Thanks again!

  • OK then. I'll just have to place a new global one in the first layout and redo the events to point to it, then delete the other.

    This should probably be clarified somewhere in the documentation so nobody else makes such a mistake. I didn't see anything about it.

    Thanks for your help!

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  • I think it's all messed up. Which is unfortunate, because if there's no solution then I'll have to figure out how to transfer all my code to a new .cap and I've noticed that copying events between .caps usually doesn't work.

    But shouldn't I have to place a MouseKeyboard somewhere in the game initially in order to make it global? I can't just go and start a new application and see the MouseKeyboard already available to use-- I just tried it.

    Unless you meant after the inital placement, in which case I don't think the object realizes it's global. Because it will not function in any layout in which I can't see it in the object list in the layout editor. And I don't except in my initial gameplay frame I made and placed the MouseKeyboard object in to start.

    update: ok I was about to post this and another reply popped up, which I'll now cover.

    It's not really a problem with "run layout" because it doesn't do anything in "run all" either.

    Now is the issue that I placed my global MouseKeyboard in the second layout of the app to start? I had been messing around and didn't need the keyboard input yet, so I didn't place it, but then did and made it global in the second layout where the game is.

  • Bumping because I'm not sure that my final post here has been seen, and I'm rather in need of a solution.

    As I've said, despite the fact that I should put a MouseKeyboard in every frame, the issue now is that it will not let me place the global one in any new frames. I can only get it to place new, numbered ones. Is there some special way this is done?

  • In theory that should work, but when I go to add a MouseKeyboard to the layout it assumes I want a brand-new one. As in, not the global one...

  • I think I may just have confused Construct?

    Basically, there never WAS a MouseKeyboard in this layout I'm working with. But it was made before the second layout, in which I added a MouseKeyboard and made it global. Does the first layout just not know that MouseKeyboard was made global? (It doesn't appear at all in the object list for that layout)

  • Good thought. It's not figuring out that I'm pressing a button.

    That's odd, because in the game frame I use input a lot.

    Might this be an issue caused by me making a Mouse/Keyboard object global? I did so because I'd add one per frame and it would give me MouseKeyboard, MouseKeyboard2, etc. and I didn't want that...

  • Simply said, I can't use anything regarding layout changing-- next, previous, jump to-- none are working in my game. They work fine in a new .cap, but not the one I'm actually using.

    I have it set that when you press control "Start" it moves to the next layout. Except it doesn't do anything. I tried in another frame and it didn't work there either.

    Am I overlooking something or is my .cap broken? (Hopefully not the latter, I don't want to have to do all I've done over again...)

  • I'm working on something here and was considering putting it into widescreen (16:9 specifically) due to viewing area problems.

    However, this seems to pose a problem. Construct just doesn't like it. The game was originally 320x240. Enlarging the screen size horizontally until we get to 16:9 makes it 428x240 pixels, which is actually a pretty nice viewing area for the retroness the game has. Of course, full screen absolutely hates it. I know that 428x240 is not a resolution monitors would support, so I understand that it will warn me and change to the next available resolution (512x384 I believe the warning says). The problem with this is that it stuffs the game's area into the top left corner of the screen... can it be centered or something? I'm trying this on a 5:4 monitor by the way (1280x1024 max resolution) so I have no idea what it would do on a widescreen. The idea is that it would be centered on 4:3/5:4/etc. monitors but on a wide screen it would fill most of the screen (obviously not all of it due to the kinda weird window size I set, but it would at least conform to widescreen)

    I'd really like to improve the game's playability with widescreen, but I don't want to shutter off full screen because many people like to play games full screen...

  • Retro's become popular because people are looking back at the classics more than ever before. People are starting to see how complicated modern games are and want to get back to how it used to be, when everything was simple and fun. (Believe me, people have more fun with old games-- I've been a part of some brief video game get-togethers after school once a week. We did Guitar Hero a few times, but last week I brought in a Sega Genesis and a few games and everyone seemed to be having way more fun)

    I personally like a retro hybrid kind of design. I use normal old pixel graphics to start (mostly because when I jump to higher resolutions it becomes even more impossible for me to animate anything. I already suffer on even 16x16 sprites) but I don't limit myself to a color palette and I will liberally apply effects, rotation, physics, whatever is needed to make my game play how I want it to. I've never really liked how many modern 2D games use huge smooth graphics, because for some reason my mind says it looks less professional. I guess there's something about the pixels that makes it look like the artist has more ability than if he'd just drawn and colored the same thing in Flash then exported it into a game.

  • That makes sense, and I just tried it but as the framerate fluctuates (on unlimited) the strength of the shot fluctuates a bit. It's not a disaster but really, shouldn't it work the same no matter the rate?

    EDIT: I should note though that the shot strength is pretty close on both Vsync and Unlimited now, so that's good.

  • Hi, I'm a user of MMF who is just checking out Construct to see what kind of opportunities it offers.

    I was just messing with the Physics behavior and made a little cannon that shoots physics-enabled balls wherever you click.

    Before starting with Construct I read a bit about TimeDelta and how it should be used in games. However, the wiki says that all the built in behaviors are designed to work the same no matter what the frame rate is, meaning that there is no need to use TimeDelta in events for it.

    So I have my gun create a ball and apply a force of 600 towards my mouse pointer. Works great when it's V-synced at 60 fps. Then I decided to try it at unlimited framerate mode. It runs at about 250 fps, about 4x the normal frame rate on my computer, and a problem was introduced. The ball now fired at what I estimate is about 1/4 its original power.

    I thought to myself that I needed to apply TimeDelta to my event. So I changed my value to 32000*TimeDelta, which gave about an equivalent force on V-synced. However, very oddly, I go back to Unlimited mode and once again I lose force, in fact I lose force worse than before.

    Additionally, if I go into fixed framerate and set it to about half the V-sync (30 fps), I get a gun that fires with twice the power, with or without TimeDelta.

    Am I doing this wrong or is it a bug? How can I get my physics to work the same no matter what the frame rate?

    (I can upload the .cap if anyone wants to see it)