tulamide's Forum Posts

  • You're welcome <img src="smileys/smiley1.gif" border="0" align="middle" />

  • It isn't that simple. I'm glad you found it by yourself. The problem is, that one would think, that logically the first approach should be right.

    IF something is so do this ELSE do something else

    But that logic breaks, if the event picks something.

    Enemy is overlapping Pool <- this picks the enemy-instances that are currently overlapping Pool

    Else <-this oviously doesn't pick anything. But in Construct, if no specific instance is picked the action will be performed at ALL instances of the object.

    So, good work, that you solved it by yourself.

  • I usually do something like this:

    + MouseKeyboard: On Right mouse button Clicked

    -> System: Set global variable 'test' to 1

    //add here whatever is needed as soon as

    //the player moves the right mousebutton down

    //Clicked instead of pressed will only be triggered once per click

    + System: Is global variable 'test' Equal to 1

    //add here whatever is needed while the right mouse button is down

    ++ MouseKeyboard: On Right mouse button released

    //add to this subevent whatever is needed as soon as

    //the mouse button is released

    --> System: Set global variable 'test' to 0

    EDIT: This is without the 'proper picking' issue.

  • MvdLaar,

    maybe this is obvious, but, you'll probably want the time to restart with each input, no? So, in addition to Tulamide's events:

    +Every 1ms: Add 1ms to "timer"

    ->On Any Key Pressed: Set Timer to 0

    This way, the player isn't interrupted and reset in the middle of the game, but once they stop playing, the counter won't be reset and will trigger the "go to "titlescreen" action.

    I know what you're aiming for, and it is a good idea, but that code won't work. Timer is a system expression and you can't go faster than the current frame rate with "every x milliseconds" (and I doubt the game will run with solid 1000 fps all of the time) and key pressed is a trigger, not an action.

    But you can do it by adding a global variable ("currenttime")

    + System: Always (every tick)

    -> System: Add TimeDelta to global variable 'currenttime'

    + MouseKeyboard: On any key pressed

    -> System: Set global variable 'currenttime' to 0

    + System: Is global variable 'currenttime' Greater or equal 30

    -> System: Go to layout "titlescreen" with transition "None" lasting 0 MS

    Note that you have to compare 'currenttime' to seconds, not milliseconds, if you want to use this method.

  • Of course, it is possible :)

    Combine the system condition 'compare time' with the system action 'go to layout'. The timer will be compared to a millisecond value (1000ms = 1s). You should also give your layout a name (in this example "titlescreen") and then use that name in the 'go to layout' action.

    + System: Timer is Greater or equal 30000

    -> System: Go to layout "titlescreen" with transition "None" lasting 0 MS

  • An example of how to do splines. You can use them for everything, from simple drawing (vector images, here we come) to control paths of sprites or particles and even making music.

    <img src="http://dl.dropbox.com/u/11182740/pictures/splines.png" border="0">

    Press 'esc' for a help screen explaining the use of the mouse and various keys.

    I didn't comment it, but will try to answer specific questions, if posted here.

    Summary:

    A spline is defined by nodes. The connection between two nodes is called a segment. Every node has two controls. Control a (the red dot) controls the curve leading to that node. Control b (the green dot) controls the curve leaving that node. That means, every segment is influenced by two controls, control b of the starting node and control a of the ending node.

    Download: interpol.cap

  • 13 events? Ha! My example of a tile based level editor used to explain the array object (source) uses more events overall, because it controls a selfmade gui, but the barebones only use 8 events for a full functional editor (look in group "Array" on layout "Array") <img src="smileys/smiley17.gif" border="0" align="middle">

    Now who's next? Do I hear 5? <img src="smileys/smiley4.gif" border="0" align="middle">

  • Ah, sweet memories! The link below is the first part of a nine-part-video-series about recreating the ghostshooter demo. In fact this series of videos was the reason for me to download and try CC 2 years ago. It was made with heart and soul, I still love it :)

    Subscribe to Construct videos now
  • Basically this is a music based game, and all the tracks in the game are real well known tracks. But the game is free! and always will be, but there are in app purchases to download more tracks.

    There you go. That's exactly the deal they've made with some music publisher. "We hook the people with some fancy graphics, and integrate a shop system to directly buy songs from you, dear publisher"

    If your game is interesting enough to bind players to it for more than just a few minutes, you could try to get such a deal yourself. Just stick to the model, when advertising your game to a publisher:

    -Free frontend

    -Just a couple of already well sold songs, to tease the player

    -Ingame shop system to make it as easy as possible for the player to buy songs without thinking too much about that process, by instantly integrating the downloaded songs in the game.

  • I experienced something similar with buttons. I you destroy them and create them again (works at least in the same tick), they will be created at their last positions, no matter what position values you pass to the creation action.

    I will try to browse cvs, maybe I find something, but I'm not very good at bugfinding. So for now, those workarounds are the only solutions, I'm afraid.

  • Thank you very much rojohound, the workaround by destroying/recreating the objects is simple and effective. I will also keep the python example (the simplest solution in my view) for future projects, but this one is so small that I don't want to bloat it by adding Python.

    Shindoh

    For two reasons:

    1) Every button will be triggered by a key, no matter if you use a variable or not. You can only prevent the action, but the player will still see the button, e.g, in its pressed state when space is pressed. I don't want a reaction to any key press.

    2) The mini game runs simultanously, it coexists with the statistics part, and the user may at any time use the buttons to change values or calculate new statistics, even while playing.

  • shadowlord

    Thank you for your answer <img src="smileys/smiley1.gif" border="0" align="middle" />

    I did exactly what you proposed too. I'm just not very satisfied with this solution, because it will fill that editbox with spaces all over the time, while space is pressed, which might lead to overloading the editbox (what is the maximum number of letters, 65535?)

    But seeing that others have the same problem und use the same workaround leads me to think that it's ok for now. So thank you once again.

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  • I very rarely ask for help, but I just can't figure this one out.

    In a project I use some edit boxes, text boxes, panels and system buttons to present some statistics. The application also has a mini game integrated.

    While the key controls for the mini game work fine, they at the same time control the buttons as soon as one of the system buttons was used. For example, space simulates a button click on the last button used.

    While I can "unfocus" the edit boxes with "focus off", this totally messes up the key controls. Once "focus off" was used no pressed key is passed to the events any more, instead you just hear a system sound indicating that you click somewhere not supposed to.

    How do I make the key controls work using the MouseKeyboard object, even when a button was clicked or an edit box was "unfocussed"?

  • I do agree, it looks overwhelming, blown up. In fact, when using the browser's zoom function at about half the size of every element it finally starts looking more eye pleasing. I can't say much about the fonts and the general page layout. I don't like it at all, but that's totally subjective, and there might be more people that like it than the other way round.

  • I think they did Maniac Mansion as well? I found that too hard though lol."Where's that chainsaw?" <img src="smileys/smiley4.gif" border="0" align="middle" />

    //smart-ass-mode

    Tim Schafer used to work for LucasArts until 2000. Maniac Mansion is the first SCUMM-based adventure from LucasArts, published 1987, and the head of that one was Ron Gilbert. Tim started working for LucasArt in 1989, assisting Ron Gilbert and taking his position, as Ron left LucasArt.

    Day of the tentacle is a kind of sequel to Maniac Mansion, btw.

    //smart-ass-mode off