rgros's Forum Posts

  • Hi All,

    Im wondering if it would be possible to add a Change log to the construct interface.

    Since consctruct 2 is also for Game Development with Comercial purpuses.

    It would be really nice to have a little text box interface where we could Add our Changelog informations and export it with the project as a txt file.

    Maybe im the only one that likes to keep track on changes between "game Builds"

    And you may ask "why dont you just do it on a notepad txt"?

    Well im doing that in fact however since its a professional tool to design games it should be a feature, also its not the same as having already all the info in 1 easy to access location already in the same tool.

    Maybe an automated adding of changes to log (with a prompt if we want to add to log)

    If some one thinks this is relevant please reply...

    Off course this is not urgent :)

  • have you tried the For each option?

    if you add for each "bullet" to the condition where you change the angle it should work

  • A ladder system that works

    1.object ladder

    2. object player

    if player overlays ladder

                               -> Platform disbled

    sub event

    on key pressed Up -> Set player.animation to "climb"

                         player.y = y+1 (or whatever you want)

    on key pressed down -> same theory as above

    Now to "dismount"

    find out x,y of locations where you want to exit

    player.y > location.y -> platform enabled

                               player.animation = "default"

    The above MAY work, i did not test it since i do not have construct at hand right now.. if no one posts any solution until i'm home i may post a working example.

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  • Hi,

    I'm not sure if this is a bug however,

    I'm not receiving notifications when replies are made to Topics i reply on.

  • thank you!

    Ashley

    Maybe the values in an array could be defined on the object setting in the future? It would spare initialization actions

  • Hi guys,

    I'm killing my brain and not getting to anything that i can use...

    How do i get an Text object to show me a text like if i was telling a story

    Example would be one of those thinking Clouds with text inside, i need it to keep changing, like if the char would be thinking....

    I have tried to use an Array and write my text in 10 parts... however i'm having issues with the loops

    It only shows me the last array value...

    For example

    array[10] i'm doing for each X set text to curvalue (currentvalue)

    This if i run the layout always shows the position array[9] skipping the others....

    What is missing here?

  • Thanks for the tip, will change it then :)

  • Well with the "tag" we can mute same tag sound however if we need to be more dynamic it does not work, Maybe adding families or some similar concept to Sounds could help.

    For example we could still tag the same Gun sounds but we could also sounds grouped in a maybe more intuitive way..

    I'm not sure it's just something I tough off while reading this Post

    one other thing would be to have a easy mute option on the sound object directly

    Update:

    I have been thinking and maybe the Sound family could be something like:

    Sound family1 creates array[x] where x is number of sounds in family

    Then it should be possible to do selection of play family1 (all sounds) or family[1] (sound number1 of sounds array)

    this would at least make it less confusing i suppose..

  • Using a family maybe?

  • I have similar and made it

    I have several Guns that need to spawn correct bullet type:

    I did it like this:

    Object Gun with animations (gun1,gun2,gun3,etc)

    Then:

    Object Bullet with several animations (bullet1,2,3,etc)

    Global Text variable (type of variable depends on what you are doing)

    Guntype=gun.animationname

    Then

    If guntype="animationx"

    set bullet animation = guntype

    i had to use a variable for other reasons, you could even set animation to gun.animation on every tick

    Hope this helps

  • Maybe this can be achieved by playing with opacity/animations and Timescales?

    It would of course not be as good, but maybe could do the trick

    quick example of the mechanics, you would then need to animate the Water

    and add some sound

    dl.dropbox.com/u/14594485/water%20simulation.capx

  • Hi,

    Im not sure if this is a bug or im doing something wrong or maybe i did not read something i should have read :)

    Specs: Latest build(64 or 32bit) on Win7 and latest chrome browser version.

    If i have 2 objects with physics and object1 has Animation and object2 has no animation following happens:

    object with animation will slow down during fall and fall at a low speed.

    Object with no animation will fall normaly.

    Here is a capx for the issue

    dl.dropbox.com/u/14594485/teste.capx

    Im very sorry if this is something already reported or if im missing something here..

  • you could try to use Custom movement instead of sine

    I would try this

    On key x pressed:

    if player overlapping elevator object:

    elevator move towards position (elevator.x, arrival platform.y)

    And i think you need to stop it when both Y values are the same...

    I'm not sure if this works and cant test it since i don't have construct here right now

    But with no testing its what i would try out first

  • thank you!

    I did not see that every object gains a variable from the family..

  • Lets try again :)

    Family1 contains:

    Enemy1 (add 20 points on kill)

    enemy2 (add 10 points on kill)

    Enemyx (add x points on kill)

    what im asking is a way where i can do 1 collision event instead of 1 for each of my enemies..

    but if i do Collision with Family1 how do i know what point amount to pass to score?

    What you suggest is to divide enemies in categories per families like

    family1 (20 points) family2 (10 points)

    However this does not work since i only have 1 object per score but several scores..

    Hope its clear now, sorry if its complicated :)