TheInstance's Forum Posts

  • The first day i was playing with construct.

    I expected a loop like this:

    To work.

    This to demonstrate how dumb i was as beginner.

    But,

    i can imagine more beginners have a hard time to pass on this.

    And i probably still get some eyes that cant believe what they see (or more dont see) happen in this .cap

    it should work, right ?

    In event 3there is a loop from 1 to 10.

    It displays its counter in a text box. 10 - the loop counter should show a counter gooing from 9 to zero.

    There is a inner loop in event 4 counting from 1 to 999.

    So for every step in the first loop, there is also the inner loop counting to 999. Displaying its counter in another text box. Its counts 10 times to 999, or it should.

    This last loop should work as a "slow downer", so we should be able to see count the first loop on screen !!

    Well it does not work ?

    Well the good news is. It does work !. We just can not see it.

    Conclusion: we can not use loops to move/change things on screen. Well thats true in most cases, but that conclusion is not 100% correct.

    In this topic i will try to explain what exactly happens. So you as beginner can get along with loops.

    One warning though: i will not be 100% correct. That would take a big book.

    So i will simplify things. I must understand it myself, and the goal is to explain it to beginners.

    So plz, you hard core constructors, dont be on my butt ! ty : )

    There is more then 1 actor involved in this story.

    And by now, people that followed me trough the other tutorials, know that i can not explain without naming things.

    So let me introduce you to "The Big Brother Loop"

  • ....

  • ...

  • here you go ...

  • ....

  • blah me missing this earlier. I was caught up in my own import crashes at the moment. Sorry ?

    The aspect ratio of those images is not square. its 1.2 (not 1.1)

    Trying to explain to non graphics people ..

    it means, the image is made out of pixels.

    the pixels this image is made off, are not square.

    Also the dpi is rather rare, namely 104 dpi. This should not matter though.

    Although i think Construct works in 72 dpi ?

    Mach do you still need those ? want me to translate them to square pixels ?

    Oh i just do so u can test them when translated.

    Will be soon known then.

    Up in some minutes.

  • Hmm interesting, got to look again at those images then.

  • your english is better then mine,

    and

    that

    is

    actual

    a

    very

    pleasant

    game

    concept

    if it was only for me, i would ask you to make the paddle a little more simple.

    But.

    Thats nicely done patryk, for me thats worth a place in wiki tutorial.

  • thats only 1 in a series of 3 (so far)

    the others are here.

  • -- triggers/conditions

    try a this.

    System: 3 While

    MouseKeyboard: 4 Key Space is down

    BoxSet Y to .y + 1

    -- spaces

    Add a 8 Directions to an object.

    Use one of the behaviors properties in an expression.

    Thats spaces in an expression, and this will give problems at one point

    And! you are allowed to rename the behavior to a name containing spaces.

    But i see we agree in the rest. And since you are The Expert. Ha! You even know the source code. I am very happy that we came to almost the same conclusion, me only based on what i experience playing with construct. : )

  • ???

  • Can only say what i avoid ...

    the do nots ...

    Use the picture editor to do graphic work. U need it to import and to set image points.

    Delete the object holding a the first loaded sprite. Feels to me like all the other object sharing that sprite, refer to this base one. And deleting the first one feels buggy. Spared me a lot of crashes.

    Copy layouts, move layouts, change the events sheets coupled to a layout. Dont.

    Delete private variables, change private variables text/number.

    Delete image points.

    Make triggers and conditions in 1 event. The triggers should be always on top of the tree, the conditions should be sub events.

    If you access private variables using families, make sure the private variables are at the same position in each object.

    Copy objects between layouts.

    Undo on switches in the layout editor. With switches i mean things that are there or not. Like bringing back a deleted behavior. Undo a deleted object. Undo deletion of a variable. Undo deleting/adding.

    Copy and object to another layer, and delete the original object.

    Change layouts in an event with a zero time.

    Leave 's p a c e s' in objects names, layer names, even behavior names.

    Now if you track all this back to what all this has in common. Then you will notice most is about The events not updating with changing objects in the layouts. Or the other way.

    To see this work.

    Change an objects name in the layout editor, go to the events editor, and see the name is changed there too.

    In other words, the events sheet updates towards changes made in the layout editor.

    In some situations this dont happen. And that will be a crash.

    And i think, besides the upcoming bug reports about last release, thats about it to be CAREFULLY with. Since last release construct seems very stable.

    I say: go ahead. But accept that events and actions still can change. Meaning, a events sheet could still be not compatible with a next release.

    Have fun.

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  • Can not use a the tiled background object in Physics. Its what the name says: a background.

    Use a real object, as in this fixed .cap. And everything works as expected.

    If u really need the tiled background, then use it as a face,

    but dont give it physics,

    in stead, use a invisible Box object with the same boundings to act as colider.

    Hope this brings back confidence in construct.

  • ....