SpongeBrain's Forum Posts

  • You can drive drunk in both games (I think ).

    I've played all the 3D GTAs too, and I have both SR and SR2.

    For me, I was really looking forward to GTA4, and enjoyed it very much, but about half way through, the plot lost it's edge, as did the missions.

    I think Rockstar rested on it's laurels a bit too much with GTA4, and having completed it, I prefer all previous versions (including the very average San Andreas).

    So much so, I sold GTA4 as soon as it was complete, without really wanting to complete all the little extras.

    As for Saints Row and Saints Row 2, the first one was a great effort, despite it's problems, and the second one was a marked improvement in almost every way.

    I've completed Saints Row 4 times I think, and I've already completed Saints Row 2 twice since it's release.

    More importantly, both versions of Saints Row are still on my shelf, and will no doubt get another outing before the year is out, whilst GTA4 is long gone.

    Even the new downloadable episodes on XBOX Live aren't enough to make me go and pick up a second-hand version.

    I was really looking forward to both GTA4 and SR2, but I personally feel that GTA4 dropped the ball and could have been a lot better, and Saints Row 2 was everything that I wanted GTA4 to be, and more.

    Because of this, I am really looking forward to the next version of Saints Row (should there be one), but I'll need to be convinced that GTA5 will be worth bothering with.

    Sponge.

  • And there it was!

    Thanks.

    Works perfectly, except I can't see a way of setting a filter for the FileListRecursive function so that it only lists the files with the extension I'm looking for.

    I could do this manually, but it sort of defeats the purpose of the function.

    While I'm here, could you possibly answer a couple of questions that I've meant to ask many times, but always seem to forget when I log on here.

    Is there an equivalent to the MMF "Paste into Background" in Construct?

    Is it possible to run another program silently via command-line using construct, and have the construct app pause and wait for the run program to exit before continuing?

    BTW, I've just noticed that the "Version Info" object uses the same description as the "Binary" object.

    I guess it was used as a template when creating it.

    Looking forward to the next version.

    Sponge.

    EDIT: There was one other thing that I meant to ask:

    Which part of Construct (in a DirectX app) is causing ZoneAlarm to say "Temp.exe is attempting to monitor user activities...etc"?

    It has no adverse effects when denied, and only asks when it's a DirectX app.

    I'll stop asking questions now.

  • Does Construct have all the necessary parts required to search a given directory for file-types recursively, and list the contents in a list box?

    So, for instance, I use the given path "C:\data\files\" and I want to search for all files that end with ".txt", and list all found files in a listbox.

    It's easy to do in C++ or VB.Net for instance, but I'd just like to know if all the required pieces are currently in Construct.

    BTW, I should have time this weekend to finish the second Maze Tutorial, which not only shows how to optimise the maze creation, but also includes a couple of examples of what you can do with that data.

    Cheers,

    Sponge.

  • For those who haven't noticed yet, the tutorial is out.

    You can find the thread in the tutorial section.

    Cheers,

    Sponge.

  • Ahh, ok.

    That's a shame, but at least we can create "fake" controls if we need them that bad in full-screen mode.

    And at least it's not a bug in Construct.

  • I just noticed that buttons and edit boxes do not show up in fullscreen.

    I had to take the fullscreen mode out of my maze tutorial because of this.

    They sort of flicker into view for a fraction of a second when the mouse moves over them, but that's about it.

    Maybe someone else could confirm it?

  • Here's the first tutorial on random maze generation.

    Once you've read through the tutorial, you will get the chance to enter your own maze size, and watch it being generated using the exact algorithm described in the tutorial.

    http://www.mediafire.com/?wuyw93w42d0

    Sponge.

  • Sorry for the delay guys.

    I've been swamped for the past week, and when I did get some time to finish it today, I came across a Construct bug which seemed to affect the enabling/disabling of groups (which I can't seem to reproduce now).

    Anyway, it's pretty much finished, so it should be up in the next 24 hours.

    Tutorial #2 should follow in days, because it's basically a way of optimising the algorithm, which is important for larger mazes.

    Cheers,

    Sponge.

  • Maybe it's a Vista issue? Does anyone else use Vista and experience slow starts?

    No problems with Vista 32-bit Home Premium here.

    Takes about 2-3 seconds for a large app to preview.

    What about your firewall?

    Maybe try it offline with your firewall disabled and see if that helps.

    Sponge.

  • Hmm, that's interesting.

    I wouldn't have thought that anti-aliasing the text would use up too much memory, even with a lot of text fields.

    Maybe the Devs would be interested in hearing about this.

    Sponge.

  • I suggested this a month or so ago, and one of the Devs (I think it was Rich, without checking) said that they could do with that feature for their game too.

    Don't know if that means they're working on it or not though.

    My top-down driving game uses a huge area of land, and the minimap shows the full layout.

    I think we'd all like to be able to zoom in to just show a couple of streets at a time, like GTA or Saints Row.

    Sponge.

  • Nobody is laughing mate, but it does look like you need to do some of the tutorials to get you up to speed on the way Construct works.

    As for your problem, you've added an extra instruction that sets the variable rather than adding an extra condition.

    Delete the statement that sets your variable in line 5, and then right-click the condition and select "insert new condition", as illustrated below:

    <img src="http://img21.imageshack.us/img21/103/ex1l.jpg">

    It should then look like this:

    <img src="http://img21.imageshack.us/img21/7213/ex2d.jpg">

    Now you'll need to delete the first 3 lines in your program.

    I don't know what you were trying to do there, but they don't have any conditions.

    You also appear to have some blocks hidden on layer 2, and I had to move one of them before I could get to the door when I ran it.

    Your next stop should really be the wiki and the many tutorials available.

    You'll soon get the idea.

    Sponge.

  • I agree that it's probably something to do with having a While and an Every in the same condition.

    Personally, when I want something to grow/shrink/move etc independently, I create a group that updates the object every 'n' m/s, and make the group self-terminate (disable) when it reaches it's target.

    So you can enable the group when you want it to happen, and then just leave it to it.

    Sponge.

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  • I think what he's after is for the HUD to look like it's a separate screen to the game screen, without anything on the game screen able to go behind the HUD, so it looks like the game screen is the only part scrolling.

    If that's what you're after, then I'd avoid the layout in layout approach too, and us the "top layer for HUD" approach as mentioned above.

    Then add dead space to the bottom of your game screen, so that the action can't scroll down to that area, and when you've scrolled down to the bottom of your layout, it will look like the visible area that your characters have reached are the end of the layout.

    So, if you have a HUD that 100 pixels high, make sure you have nothing for the bottom 100 pixels of your layout, and make sure that your moving objects can't move onto it.

    Hope I explained that well enough.

    Sponge.

  • Any chance of a random-maze algorithm tutorial?

    Have you not seen this?