scidave's Forum Posts

  • Works great! Thanks!

  • Thanks Doppel!! Yes, that was what I meant. I didn't know about line of sight plugin using the hotspot for detection.

    Off the top of my head, I can't think of a case where the player sprite would not be solid. It seems like it would be nice to just use the default "solid" option in the line of sprite behavior (like the example Doppel showed). That way you don't have to go adding obstacles. Another option would be to add an action to "remove obstacle". The only current actions are "add obstacle" and "remove all obstacles". That way you could keep the player sprite solid (with the hotpot in the center) and then just select the player as an obstacle to remove.

  • How come solid objects with custom movement behavior can move through other solid objects like walls? I have a NPC that has custom movement, but I don't want it to travel through walls. Is there an easy to do this?

  • I don't quite understand how line of sight works. For example, I have a solid player sprite and a fixed line of sight object sprite. If I set the line of sight obstacles to custom then it correctly finds the player. However, if I set it to "solid" then it ignores the player. Seems like there should be an exception for the player no matter if its solid or not.

    What I ended up having to do is set the obstacles to custom and then define the walls to be the obstacles in any actions. This doesn't make sense to me though. Is this a bug or the way its supposed to work?

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  • Just beat the boss!! Very cool graphics and smooth overall gameplay. I agree the game is much too repetitive. Either make the demo shorter or add more enemy types or player actions.

  • I second making the editor less stingy. It has been a source of great frustration moving events around sometimes.... I have gotten the hang of it after awhile and am nowhere as frustrated with it now... but at one point...

  • Nice example!

  • ASHLEY. Thanks. I updated the links to point to PDF versions.

    I'm not sure why the error. I don't have any special effects or things like that and haven't run into that error before. Do other .cap files give you a similar error, if so then maybe you need to update your DirectX version. If not, then it sounds like a bug and should be reported to developers.

  • The tutorial is designed for a beginner to Construct and shows how to make a basic adventure/RPG game. Later tutorials in the series cover more advanced topics such as moving between rooms and layouts and using inventory.

    So far I have completed five parts: Part1: making a layout, Part2: Working with Events, Part3: Combat, Part4: Layout Transitions, and Part5: Inventory. These are similar to the Ghost Shooter tutorials, but not quite as detailed. My goal is to touch on things not covered much in other tutorials....

    Here are some screenshots:

    <img src="http://i26.tinypic.com/6p57jq.jpg">

    <img src="http://i31.tinypic.com/2w3pd3d.jpg">

    Here is the link to the planet cute graphics you will need:

    http://lostgarden.com/PlanetCute%20PNG.zip

    Part 1: Layouts

    http://www.box.net/shared/x07eey7sfe

    Part 2: Events

    http://www.box.net/shared/0p28sf6hib

    Part3: Combat

    http://www.box.net/shared/onmoubfjk7

    Part4: Layout Transitions

    http://www.box.net/shared/mdxgb80310

    Part5: Inventory

    http://www.box.net/shared/l9n8ptbtet

    **A new tutorial Part5 Inventory has been added. This shows how to create a drag and drop inventory system for your RPG **

    As always, I appreciate any feedback (constructive preferably . Enjoy!

  • mary Jane

    As Ashley said, the MOD object should play them if it is truly a module format (which .xm should be). Wiki link: https://sourceforge.net/apps/mediawiki/ ... MOD_Object

  • I'm working on a little adventure game/Construct tutorial using the planet cute graphics. It will show how to do all sorts of cool stuff with Construct like RPG dialog, inventories, combat, layout transitions, etc.. Here is a link to an early screenshot:

    http://www.box.net/shared/neu4qjtyr0

    <img src="http://i31.tinypic.com/2w3pd3d.jpg">

    I must be a noob because I can't figure out how box.net lets you directly link pics into the post....

  • awesome!! That's really cool. Nice graphics too.

  • Absolutely cool! It's amazing what things you guys can build with Construct.

  • It's working now, but if I run into complex problems like this in the future I'll post a cap. Should save a lot of confusion! Thanks again for all of the replies!

  • I finally got this to work. Thanks for all of the input guys. I swear there is some weird intermittent bugs that were making this harder, or I just was working on it too long. For example, you would think that the following would place the player in front of the ground:

    If Player overlapping ground

    • Place in front of floor

    That actually put the player behind the floor!!

    Separate layers wasn't an option because for example the same tree had to appear behind or in front of the player depending on if the player approached the tree from the top or bottom.

    A side effect of what I was doing before was causing the order of the player to move behind the floor. The new solution doesn't have that problem. Placing the floor beneath the player didn't work in the earlier case.. it ended up causing this crazy rippling effect in the tiles.. pretty cool actually.

    So what ended up working was:

    I changed all of the trees, walls, rocks to sprites.... left the floor as tile background. Put each in families, terrain and floor. Then..

    ---------------------------------------------

    Start of layout: Send player to front

    If player overlapping at offset (0,100) place player behind terrain

    Else Send player to front

    ----------------------------------------------

    No other combination worked... so simple I'm kicking myself