scidave's Forum Posts

  • I don't think I can automatically reset all sprites. The reason is because of the tileset

    I'm using. To give the appearane of 3d the tiles can interlock with any others. So some water, or grass sprites for example, will be lower z order than others.

    If I was to automatically reset them there would be no way to know which water sprites would go ontop

  • This is probably another embarrassingly easy question, but I've tried to fix this for an hour to no luck.

    Here is the problem. I have the player and all other sprites all on the same layer. They need to be on the same layer because sometimes the player will appear behind trees/walls and other times in front of them. I have the event logic to handle that. What is not working is the stupid ground tiles are appearing above the player. I can't send the tiles to the back because of the way I have setup the layout, it would be a pain to fix. I've tried everything I can think of.. putting the ground sprites in a family and then saying "send player to front of family".. doesn't work. That actually made it worse and made him appear behind some of the tiles!!

    I also tried a simple send player to front at the start of the layout, but I have a feeling that that only sends him to the front of the current tile he is on.

    What is an easy way to get the player to always appear in front? ... with of course the ability like I am doing to put him behind trees and stuff like i'm doing.

  • That would make a lot of sense wouldn't it.

    Looks like it works fine now.........

  • I have a simple setup. I have four sprites. Two are identical copies and one is a completely different sprite. The fourth is the player. I added the two copies into a family. Then in the family manager I added the third sprite. I thought added a condition against the two sprites such as:

    +player overlaps at offset (0,-100) with sprite

    - place player in front of sprite

    The above works for the copies, but when I overlap the third sprite nothing happens. Shouldn't a sprite in a family respond to a trigger on any other sprite.

    Has anyone had a similar problem?

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  • > You can always type the desired size in the object's properties.

    Yeah, that's what I ended up doing. Just figured there was something I was missing. I was trying to use Tiledbackground since it is supposed to be a lighter memory footprint. It sure it painful to resize all the objects though.

  • Yes, what Madster said... My description was practically gibberish.

  • Is the menu in a different layout? My guess is your song is set to play in the startup event in the layout? What behavior do you want? Do you want to pause the song or stop the song entirely and not play it when you return from the menu?

    Either way you should be able to set a global variable that indicates that the song has already been played and then check it during startup. I'd need more details to say exactly what to do beyond that.

  • Does anyone know a way to not have Construct change the size of the TiledBackground objects I'm importing into my game. The objects are 101x171 size. Construct keeps changing them to 100x100. When I import them as Sprites there is no problem, Construct keeps their default size.

  • Yes, it is bugged I just tested it as well. All sorts of weird colors covering the objects on the map. I have submitted a bug report.

  • Daiz, ok that makes sense. Drasa's mountain example was helpful in explaining how it would work. I could see this being a useful feature as well. I still think there is a work around with setting the player's sprite collision mode to none based on its position to other objects, but it would be potentially tedious... and Construct is about easy ways to do things. We will have to see what the devs think.

  • Why not just set the sprites collision mode to none whenever the forcefield is active? You will still be going through solid objects, just that instead of making them non-solid you will instead turn off collisions. That way you wont need a "forcefield" object around the player.

  • I was thinking there was a bug in collisions as well. When I was making the example .cap for the hashtable object on the wiki, I could not get Construct to detect that sprites had collided. I had to make one of the sprites non-solid so that the collision would occur. If you download the .cap from the hashtable example and turn on solid for the other sprites you will see what I mean.

  • Hey everyone,

    I'm been on the forums for a few weeks and figured I should introduce myself. I'm a male, 30's , been into game programming my whole life. I started on a TI-994A, if anyone remebers those, making old TI-Basic games. You could write your game program to a cassette tape and then play it from tape. The text-to-speech module of Construct reminds me of a big add-on to the TI computer that allowed the computer to speak to you. Just that construct's isn't a huge physical brick!.

    I've tried game programming in C/C++, Java, Python, C# w/ XNA but I have a day job and this is just a hobby so too much time and programming it's just not fun. I have periods of work where I'm very busy and might not be on here much, but when I can I will drop by. I am not a graphics guy so any stuff I use will be free or something I get permission to use. I do really like making games and hope to make some good ones with Construct. Other things I enjoy are: chess, tennis, and hiking.

    Good to meet you all!

  • I'm trying to troubleshoot some problems with saving and restoring values from 2-dimensional arrays. I was using the debugger to inspect the values and I thought arrays were completely broken. Turns out that the debugger is just showing the first element. I can't figure out how to configure it to show the second elements.

    Also, I can't seem to use the debugger for much other than to inspect variables during runtime. For example, I wanted to be able to step through each line where it adds to the array. I added a messagebox so during runtime it will appear and then I paused the debugger. Then, I clicked ok on the messagebox, but instead of being able to step through the array stuff the program just continues.

  • Thanks for all of the replies. I really appreciate how quick answers are around here!

    I like Aeal's idea of an object bank on a separate layout, that's actually the way I have started to do things. While I'd prefer an object bank as well, its not a big deal to me, as long as there is a way to organize things (separate layout) and a way to destroy them (destroy on startup) then I'm happy.

    Deadeye, that's a great idea on the global variables! I will do some playing around with that. I'll have to do it for every movable object/sprite currently on the layout at the time, but that shouldn't be too bad with a For Each on each object type.

    I don't know if people realize how amazing Construct really is. I've been trying to implement this game in python/pygame and after about 3 months I quit....it was too ambitious of a project and just tedious. It still might be too ambitious, but I'm already at the same place with just a week of work.