narFsnw's Forum Posts

  • I found the solution myself. For those interested, the answer is to actually pay attention to what you pin to what when you use the "Pin" action.

    If you pin the horse to the car, the horse will follow the car (which is not what I wanted). The solution is the opposite: pin the car to the horse! Then we can put physics on the horse to make it pull the car.

    Yay! Problem solved!

  • Instead of putting the effect on each object, try to put the effect on a layer, and place your objects on that layer.

  • I can't open the capx file you gave. There's an error message:

    <img src="http://dl.dropboxusercontent.com/u/3132932/DropShorty/Untitled.png" border="0" />

    tinyurl.com/m6hfnu3

  • So, in my game, I have an car, a rope and a horse. I attached the horse to the car using "pin (rope style)". The player then control the horse, trying to pull the car.

    Unfortunately, that doesn't work. I can move the horse and the rope does limits its movement distance, but the car doesn't move.

    How can I make the horse pull the car?

  • If there's a way in construct itself for testing that, that would be awesome. Otherwise, I'm open to more "creative" solutions like spawning 1 bazillions sprites in the background or stuff like that. Anything that would be fairly consistent.

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  • My game react weirdly when the framerate drops. I'm working on some fixes to avoid this. The problem is: it's difficult for me to test how the game react when the framerate drops because the game always runs on 60fps on my machine.

    Would any of you know of a way to artificially crate lags for testing purpose? Sometime more efficient than "running other games in the background" :P

  • When you say "I have the project scaled up by x2", what do you mean exactly? Do you mean that you make the projet smaller, then have the browser scale it bigger? Like the game is 100x100, but you make it appears 200x200 in the browser?

  • For those interested, here's how I did it:

    Instance variable "doorID" inside the door and "switchID" inside the switch.

    Event:

    Player: On collision with Switch

    System: For each Door (This is important, otherwise, it won't work)

    Switch: switchID = Door.doorID

    Action:

    set variable Door.open to True

  • Ah I see. You mean that I would create my own instance variables that would act as UID, but that I would control by hand.

    Man, it's so simple. Why didn't I think of that!

  • Well, that's what I wanted to do first, but I read elsewhere in the forum that UID often change when we add stuff to a layout. I wouldn't want to carefully copy paste the UID of all my doors into my switches, only to discover later that the UID of all my doors have randomly changed and I need to rewire them all...

    Also, just to help a bit, is there a good tutorial somewhere about how to work with UID (in general). I'm not sure I understand how "pick by unique ID" is supposed to work.

  • Then, when the player die, you respawn him at the checkpoint and you copy pointsatcheckpoint into the score. And you should probably also make the checkpoint as activated alread.

  • Hi,

    I'm looking for a way to tie or link objects to other in the Layout editor.

    For example, let's say I have a Switch object and a Door object. I'm looking for a way to say "this switch is linked to this door".

    Something like this:

    Switch1 opens Door1

    Switch2 opens Door2

    Switch3 and Switch4 open Door3

    At first I was thinking of using the UID of the doors in a instance variable inside the switch, but I've read somewhere that the UID of objects can change everytime new objects are added in the Layout editor.

    Any advices?

  • I need the paid version of Construct to do that, right?

    (cause I don't have it)

    Any other way that I could use to preview my game in progress on my host machine?

  • jwh1981, could you elaborate a bit more on how you ran the game from the guest VM to the host?

    In Virtualbox, I selected "Bridged Adapter" as my Network option. Then I click the Run button in Construct running in the VM. However, it opens in the VM's browser, which is slow and laggy. How did you manage to open the game in the host's browser?

    I tried to use the same URL displayed in the guest ("localhost:50000") into my host's browser, but it can't connect to it.