PixelRebirth's Forum Posts

  • adds value 1 to the variable all the time and not just one time as i wish it would?

    The 'Is checkbox checked' condition will be always true if any instance of the button is checked as long as you don't use other actions to pick instances accordingly. So it will always add to the variable. This is NOT a bug.

    To do an action for all instances of an object equally, it sometimes requires a For each loop. Take a look at the following cap, which (hopefully) works like you want:

    http://dl.dropbox.com/u/2306601/buttoncheck.cap

  • As far as I can tell there is no easy way to bring one sprite from one layout to the next without destroying it in one and creating it in the next. In the process you lose all that objects private variables. Now of course the easy way to remedy this would be to change all those private variables into global ones

    Yes, there are global variables for that purpose. You can also make an object itself global, in which case it will automatically exist in every layout up from the first you originally included it.

    It comes down to carefully designing your game. You should be aware which variables need to be carried over in between layouts and use globals, global objects (array, hash) or even the S plugin.

    Problem solved right? Well what if I want to conserve the sprites animation, speed, angles etc. from one layout to the next? That would mean I would have to (right before switching layouts) retrieve all that information and store them in a bunch of global variables in order to effectively recreate my sprite the way it was right before the layout ended and we went onto the next.

    You could keep track of all that with variables like you say. But if it comes down to many different variables/states that need to be remembered, you probably should try to use some kind of data structure (again array, hash, S), as it may end up being less of a hassle.

    If that is the most effective way to do it then that is alright by me-- my only question then would be, how do you get the position of an object relative to another?

    I think the best method of saving a relative position may be simply to remember the angle and the distance between the objects in question. So you can set the relative position of Sprite2 to Sprite1 with using cos/sin.

    Set Sprite2.X to Sprite1.X + cos(SavedAngle)*SavedDistance

    Set Sprite2.Y to Sprite1.Y + sin(SavedAngle)*SavedDistance

  • a) Will the S Plugin do what I need, saving a mixture of numerical and text data to a binary file, and allow me to load it back?

    Yes, the S plugin is the single best choice for the job. I'm mostly using it for the purpose of saving/loading and generally for level editors, which it can simplify enormously. Also it can actually save objects, not only values and strings.

    b) Is the S Plugin finished and stable, and can it be relied on in a game?

    It's not finished, but in an absolutely useable state, basically like C0.x itself.

    You may experience many crashes while trying to get the hang of S. Simply because in case you're trying to manipulate an array that isn't created yet, or misspell the array address, S will simply crash the runtime in most cases.

    But in fact I do rely on it in different projects and it works like a charm.

    If you carefully look through all the examples and explanations lucid gives in the plugin thread, you should be able to use S in no time. This is a particularly useful post for example:

    http://www.scirra.com/forum/viewtopic.php?f=2&t=4791&start=40#p38861

  • This is the first time im using Arrays.I tried the puzzle tutorial method but the blocks are created the wrong way.They seem to be all in one place and the tiledbackground won't resize as the tutorial's tiledbkgrnd.Im using v0.99.97 of construct.

    Not quite sure what you're talking about here, the tutorials seem to work fine for me with Construct 0.99.97.

    Are there any tutorials explaining exactly how Arrays work.I know it stores values etc....I want to know how to create Arrays with Construct in different situations.

    It's not clear to me with which aspect of the array object you're having trouble. Did you also try the following special part of the puzzle tutorials? Since this one displays the array directly in visual form, it's quite easy to grasp.

    http://dl.dropbox.com/u/2306601/puzzexam1_array.cap

  • Better late than never, hehe. Here's a pretty in depth description for a sun effect similar to that screenshot, including the cap file to go along with it:

    We Construct Blog - Forum rescue #001: Sun

  • Hm,

    thanks for all the help on such a game done in Construct.

    Can anyone tell me how to make the cards, which have been picked correctly invisible? I tried moving to back, destroy or play an empty animation file. All I achieved was, that only only the last picked card went invisible :/

    That would be awesome!

    Thanks,

    Keyleigh

    Didn't test DravenX's example, so you might as well try that. For the older example I did, you can pick correctly matched cards with an inverted overlap condition of the Card sprite with the family blue.

  • Load the tileset graphic into the image manipulator and run a loop that's using the crop action to cut it into 32x32 tiles. Either just apply math for the loop or use an array (256/32 x 512/32 x 1 size), then you could apply the correct crop coordinates from that easily. And respectively copy it back to the desired frame/angle of the sprite of course.

  • Is there any way that this can be done with Construct??.I tried almost everything and all i get is the sprite that keeps on rotating.I can do this simple movement with the old 1994 KNP ,Surely Construct can do this??.

    :lol:

    Why do you insist on posing questions in an immature manner and acting silly?

    Construct can of course do this and so much more. It's a matter of you using events correctly. Here's an example of what I assume you wanted to achieve:

    http://dl.dropbox.com/u/2306601/rotmovx.cap

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  • Additive is certainly one of the most used effects. It's great to have it already in C2, very good update!

  • So I'd suggest the "indie perpetual" is actually a 10-year license at ?150 (which would be ?200 by renewing normally). You save money compared to renewing and get the product for a very long time. When it expires you are not forced to stop using it.

    Yes please allow for that also, i was originally expecting a payment method like MMF2's you pay a base price for a major version and then it never expires and then you get until the next major release or a bit longer before upgrading.

    I think there's one good thing about MMF after all...

    Personally I would really like to simply have a pricetag on Construct 2, with a certain healthy set of features. Then I would consider myself owning the product as it is, with the right to publish. Things like additional exporters or extensive plugins could come at a smaller fee too. And should the day come that Construct 3 arrives, I'd be happy to pay for that of course.

  • I don't think behaviors should be next. Animations seem like a much more basic need.

  • PixelRebirth

    Like a real sun effect, which glows & gives a shiney effect

    I'd suggest you look into dynamic lights first of all, to give you a feel of what Construct is generally capable of regarding lighting.

    A glowing sun, well, that's usually done with a combination of effects and sprites. It depends on how you want it to look.

    Something like the following

    <img src="http://dl.dropbox.com/u/2306601/nightp_gt_1.png">

    is simply done with sprites and the additive effect. Other useful effects for your purposes could be superBloom and Color Fusion.

  • I know this is an old post but I really wanna check this out, except that I cannot find the True Greyscale effect. The search only turns up this thread.

    It's always good to see someone showing interest in the important stuff!

    So here's the True Greyscale effect (courtesy of Shviller).

  • Hi there,

    I would like to ask another question about how this works.

    In "Start of Layout" Event No. 4 it says

    Event: For "Addkeys" from 1 to (Array.SizeX*Array.SizeY) 2

    action : HashTable: Insert key str(LoopIndex+1) with value 0

    What does that exactly do?

    I am trying to modify it, so the pairs, which are already correct dissolve instead of just staying there, but to no success yet.

    So I am trying to find out, what each line in the Event sheet is doing exactly.

    Thanks a lot in advance!

    Manuela

    This event is a loop inserting keys into a hashtable for every unique card image. That's why it's calculated from the multiplied Array X and y Size and then divided by 2, since we are dealing with pairs.

    The hashtable is then used to check if there are already two cards of the same picture present for startup randomization.

  • Over here! I'd like to edit some too.

    username: pixelrebirth