revolther's Forum Posts

  • 15 posts
  • So are all the physics based actions broken in this release? I mean things like add force(to position) and set force(to position). They certainly don't appear to be working right for me, just wondering if it was a known issue.

  • I've gone ahead and attached a copy of my exe. My problem is that in my level, there are two places where the game will hiccup loading them the first time.The two areas in question are directly to the left of where you start off. Does anyone know what causes it? I"m using a couple large objects, but have tried using low resolution images for the textures to no avail, as well as splitting the two large terrain pieces into many small pieces.

    Link

  • Actually, the + is used for addition where as the & is used for concatenation. I tried the + first unknowingly.

    http://apps.sourceforge.net/mediawiki/construct/index.php?title=Expressions

  • So I've started working on enemy AI, and I've come upon the problem of trying to randomly select a movement or attack to perform. My NPC's are set up with private variables like so.

    +NPC

    --STATUS = WHAT NPC IS DOING

    --NUMERIC = TEMPORARY NUMERIC VARIABLE HOLDER

    --STRING = TEMPORARY STRING VARIABLE HOLDER

    --MOVEMENTS = 2

    --MOVEMENT1 = WALK TOWARDS

    --MOVEMENT2 = HOP TOWARDS

    Now I've already coded the walking towards and hopping towards movements, and can make the NPC's move as wanted, but I cannot select one to do randomly.

    As it is my code is going.

    SET NPC('NUMERIC'): random(NPC('MOVEMENTS'))

    SET NPC('STRING'): "MOVEMENT" & NPC('NUMERIC')

    SET NPC('STATUS'): NPC.Value(NPC.Value('STRING'))

    This results in my NPC private variable of STRING equal MOVEMENT1 or MOVEMENT 2, so far things are working perfectly. Now I attempt to read the value of the the MOVEMENT1 or MOVEMENT2 stored in NPC('STRING') and set it to NPC('STATUS').

    However instead of having NPC('STATUS') have a value corresponding to MOVEMENT1 or MOVEMENT2, or even the strings MOVEMENT1 or MOVEMENT2, I end up with a string of numbers, "577045393604775701".

    I'm sure there are other ways to go about this, however I like the idea of each object containing it's own information for moving and attacking, and the engine interpreting them.

    I'm using the most recent STABLE version of Construct 0.98.9, so I don't know if this is a bug that has been fixed in the UNSTABLE releases. I would have switched over, but I have a bit of a deadline for this project and I don't wish to switch over to an UNSTABLE build and risk losing all progress.

  • Double jumping can be solved with the platformer behavior you are using by simply making a check on your jump button like...

    +is 'Jump' pressed

    +is 'Player' in Air

    +then do Jump

  • Woo spam filter!

  • Yeah, I could grasp that it was z and right, before it crashed on me, with just about every combination of characters selected. I also got treated to a, "You have to wait for the exclamation point dumbass" message from microsoft sam.

  • Oh I've been trying to reproduce it, I was just worried it was possibly using a custom shader or something.

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  • Is it out of line to ask Davio or Quazi to share the process they went through to produce the effect seen in their "God Rays" video preview. Not sure if that's some sort of trade secret or what.

  • I'm totally new to developing with Construct but here's my constructive criticism.

    I liked it a bit, even with the placeholder graphics. Honestly, the visual style it has now is kind of simplistically cool. Reminds me of some little jumper-bot or piston-bot or something going through a factory. I could actually see a game with similar mechanics and a big puzzle solving aspect being a cool indie game.

    I really liked how you had the character automatically jumping up the small increases in height. I found it even cooler when I jumped into the ball pit, pushed them all to the right, and when I pushed them all back to the left they sort of stacked up a bit and the character did the same small autojumps up the stacked balls and out of the pit. Not sure if you meant that, but slick. The physics didn't slow down my laptop at all, but it's only a couple years old.

    The movement pacing was a little odd, and you seemed to move a lot faster crouched, which didn't make sense to me, was wondering the rationale for that. Also the inching to jump ledge to ledge was a bit tedious, but if the puzzles or levels were designed around it, I could see it being forgivable.

    Seems like it might be hard for you to animate the climbing up from hanging on ledges with the solid bits. What's your plan for that?

  • The Wiki, talks about the use of "This" to reference things referenced in system processes, and things like this scenario are exactly what you would think it would apply to, however it has next to no use I've found.

    Things would be quite simplified with the For each object scenario, if you could reference "This" afterwards as well.

    The cpu stores all these things temporarily, however I've found no way to access them, it's quite frustrating.

  • Odd thing I've noticed before, though closing and opening Construct solved it, is a couple random objects in my layout having invisible borders. These are walls and platforms I haven't moved at all since I made the little test area to hop around in.

    Oddly enough it's displaced the wall to the left of where you start, and the first platform up and to the right.

    <img src="http://72.29.78.167/~revolth1/img/construct-example3.PNG">

    Controls are A(left) D(right) and hold Space to charge your jump.

  • So do built in behaviors like Platform/8 Direction/etc take this into account when moving objects?

  • I just ran a test and this worked. Thanks for the quick response. Still a little weird that you can select by attributes but not reference them.

  • Hi there, new to Construct, but really liking it so far. I've run into the problem of wanting to reference any solid object that collides/overlaps with a sprite I have. The aim is to have an area of detection around the player, that will pop up info about surrounding objects, for the purpose of this exam, just the objects height & width.

    So I'm making a conditional, System > Is Overlapping (Advanced) > Then I'm selecting my colliding Sensor sprite for Object A & Attribute Solid for Object B. I'm also selecting to "Not Pick Object A", and to "Pick Object B" as this image will show.

    <img src="http://img152.imageshack.us/img152/5188/constructexample1.png">

    Now in my next step was to make a bit of text called PopUp, at the solid object's X,Y coords with a value of that solid object's Height,Width properties.

    <img src="http://img152.imageshack.us/img152/4540/constructexample2.png">

    But I've got no clue how to reference that "picked" object with the Solid attribute. I've searched and searched on the wiki, to no avail. What would I use in this second example image, to reference the Solid attributed object rather than Thing.X or Thing.Y(for example of course, I didn't think those would work).

    I might be going about the whole "Picked" object thing, so any help would be appreciated. Thanks for the time it took to read that.

  • 15 posts