pmurph's Forum Posts

  • Hey everybody,

    I was just wondering if there was a hotkey for the Run project or Test project if you prefer, not a serious issue but the amount of times i scroll my mouse over there and click it i feel i could save at least a little time by asking for a quicker way :)

    Thanks!

  • I know i would anyway, It's a little rough around the edges at times but it's probably the most coherent game development software I've ever tried. The comparison to Gamemaker is definitely apt.

  • Same here, And more power to you ;)

    There must be a few relatively well-known titles, it seems like there's a lot of scope to what can be done in some of the games i've played so far.

  • Thanks for the reply, That's about what i figured. What it lacks in popularity and networking , it makes up for in ease-of-use.

    I hope to see it continue to grow, it's certainly growing in popularity. I heard somebody on giantbomb.com mention it during a recent livestream and was pretty impressed.

    Paul.

  • Hi everybody,

    My name's Paul and I recently jumped ship to construct from Unity.

    One thing i think is great about the website is the large amount of easy to find resources and tutorials. I also like that the community is quick to respond and friendly.

    However, I've been wondering if there's a Hub , or a network that shows off other websites full of resources and tutorials. I ask this simply because i come from a blender background. One thing that i always loved about that was that there is a ton of websites all pointing to each other and posting each other's material, i.e blenderguru.com, blendercookie.com(part of the CGCookie network), blenderdiplom.com, blendernation.com and blenderartists.org. Is there a community outside of scirra.com? If so I'd like to hear all about it.

    Just curious, thanks for all the great help so far. And for putting up with my newbie questions ;)

    Paul.

  • Hmm i just tried it, but it seems to create a problem where now my player object can pass through the wall, I also want it so that when i press a button(as the ball collides with the player) he can 'grab' it, and then hold it before releasing to throw the ball,

    much like in the game warlords to an extent. (http://www.youtube.com/watch?v=tW3HXWPh41g 0.33 demonstrates the player 'holding' and then releasing the ball)

    After releasing is when i want that middle wall to no longer be an obstacle, so i'm assuming it's on button released that i want to use to disable to collision.

    But how can i do this and stop the wall from becoming passable every time the player presses and releases the key when they don't have the ball?

  • I'm sorry, i should have been a little more clear on two things.

    1. The center wall i need to only be passable when the player 'throws' the ball(holding a button to catch and releasing to throw,Still haven't figured this out, but it's the concept) , You can also simply run into the ball and it will bounce around , which brings me to my second point.

    2. All of the objects in the scene that interact with the ball in some way are physics objects, mainly becuase that was the only way i could figure out how to get what i wanted working. Will simply changing the walls to solid in the middle work? If i want the ball to bounce off the middle wall when it bounces around, yet want it to be able to go over when thrown then surely it needs to be passable for the throw and impassable for the collision?

    Thanks for such a quick reply by the way,Paul.

  • Hi , i have a game that involves a ball you can throw and catch from a top down perspective. The walls stopping the ball from bouncing under the screen need to allow the ball to pass through them under a certain condition as the game is 2-player and split down the center of the screen(like a tennis court).

    So at the moment the ball will bounce from wall to wall when thrown,

    but i need the ball to be able to pass 'over' the center wall when a

    certain button is held(in order to pass to the other player).

    I can't seem to think of a way to do this without breaking something,

    so if anybody has any idea's or similar experience in their own projects, i would like to hear them.

    So, In conclusion i need the ball to be able to bounce off the wall when it's idly bouncing around, and pass through the wall(or over) when the player 'throws' it.

    Thanks,Paul.

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  • I tried it before but it didn't work because i hadn't set my player object up as a physics object, it works great now, thanks! :)

    Paul.

  • Is that really all that it requires? If i was to apply force to that object towards a certain direction then it would still move in that direction using the proper physics behaviour?

    Thanks, Paul.

  • Hi,

    I'm making a game that is played from an overhead angle.

    The way it works is the screen scrolls vertically and you move forward

    (i.e upward on the screen) as it scrolls.

    Much of the game is making the player run into the 'ball' and i want the ball to bounce around the screen, bouncing off the walls using physics.

    The only problem is that when i use physics the object just falls straight off the bottom of the screen because construct thinks down vertically on my screen is the down axis in my game(Which like i said, is a top down game)

    So hopefully that was clear enough,

    I was wondering if anybody knew

    a way of changing the direction 'gravity' is supposed to go in or even faking it in some way?

    Thanks, Paul.

  • Thanks,That seems like more of an economical way of doing it. I've stuck it in my favourites until I've had at least a little sleep ;) Good to see such a wealth of information going about!

    Paul

  • It hit me as i went to stop,so just incase any beginners like me see this and had the same idea, here's how i figured it out.

    Create four 'spawn point' objects off the four respective sides of the map and on the event sheet add an event/action that says System>Every X seconds>Create object enemy at Spawn(The name of the spawn point).X , and Spawn.Y for the x/y locations. For all the other spawn points just spawn the enemy at Spawn2.X/y depending on what you called them.

    Paul

  • You're right indeed, I've managed to get them working via Set angle towards (Player.X,Player.Y) and it's going pretty nicely. The only thing is i've not seen anything on stopping my enemy objects from spawning right next to/on top of my player occasionally.

    In the tutorial respawning enemy's goes like this: "Condition: System -> Every X seconds -> 3

    Action: System -> Create object -> Monster, layer 1, 1400 (for X), random(1024) (for Y)"

    But i want to make it that they spawn randomly in the same manner as this, however only off-screen preferably. Still, it's probably time for rest anyway at this stage so it's maybe time for a ponder. :) Thanks again!

    Paul

  • Oh, also thanks again for saying to go back to the tutorials, for some reason i thought i had seen them all and there was about 5 or 6 of them. Just went back.......28 pages.....Great!

    Paul