Valis's Forum Posts

  • Hehe, I tried to do just that few weeks ago as a construct exercise. I succeed halfly and then dropped it. Here, take this and see if you can use it for your needs.

    http://www.box.net/shared/m53if41ypb

    [there is much debug events in or just miss-tries, take only what you need, the rest is rubbish and it still has problems]

    Since then I found on this forum the state machine plugin which would made this project even simpler.

  • In the cap you provided with the plugin the inverted condition "Lol is true" does not have any effect. [text does not change, tried with other effects and does not work either] :/

    Seems like a bug to me.

    This plugin would be very nice.

    A request: Can you add an option to set a state to a value in the same time it is created?

    I mean you now have "Create state 'Lol'" I would like to have "Create state 'Lol' and set it to true" or "Create state 'Lol' and set it to false"

    Edit: I see the option IS there but it is only not displayed in the editor. I confess repentantly and ask for forgivenes...and for making it displayed in the editor

    Also what is happening if all your states will be switched to "No"? A default state comes to mind here so you do not have to create a big inverted condition stack for the thing you did not forsee like turning everything off

  • I have tried it on my '7' and it all worked fine.

    I have the habit of installing things not on my C drive and I also noticed that pre-7 programs can have problems when installing to the default program installation path, you do not get those errors when you install it to another location. Something to do with privileges and such. Try installing it to another location.

    If that does not work try to look for the install log. I do not know were to find it as I am not familiar with the constructs installer program but there should be a log in any case. My bet would be the temp directory but look out, there are several temp directories in 7.

    Try to describe the last screen before you get to your error screen, this can also help in pinpointing the problem.

  • Is it just my construct or is there a bug?

    I am making some 'Controls' objects like EditBox, Buttons, etc. and when I want to make a Layer with them invisible they do not go invisible with the Layer. Every other objects goes away but those stay. Is there a Bug reported on this?

    Having problems with modal layouts I thought that I will have the best chance at getting a settings screen in Layers that turns invisible when not needed.

    Any one get a better idea how to take some input from the user?

    I just cant believe I would have to emulate an EditBox via Text object or something.

  • You can find the 'S' plugin by Lucid here:

    It is a plugin to...in short words make C-like structures possible in Construct. But there is more to it than those simple words say really The tuts done by Lucid are awesome.

    What I want to do is to use Construct Real-time collision detection for events so yes, make as much as possible in real time. But I want to have 'turns' as a kind of measurement for all the stuff that goes on in the game. The ideal model would be to have a game like old UFO geoscope that you can speed up/slow down/pause*, but I am afraid that sync between players can be to much of a problem. If the geoscope does not work out I plan to have a real time simulation of my game environment on the server that pauses each 'turn'[set of ticks] to get player orders.

    * I am afraid that when one player hits the pause button or 'slow game' button then the other players would receive the message few game ticks later. The longer the game runs the delays start to add up to a measurable value, then players wont see the same game any more but still send triggers based on they private game visage

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  • Hi there.

    I am trying to do the exact same thing as you and also have the same dilemma.

    I decided to go first with a multiplayer framework and then build my game on that.

    I did not know anything about network programming so far so I plan to work with this as my backbone:

    [it is a python external python library network game tutorial]

    It is client-server based, the problem I am facing now is, what to do on the server side and what to leave to the client. Synchronization will be difficult here as I want events based on sprite collisions and other graphic dependencies.

    I also plan to use Lucid's 'S' plugin. Hope the plugin works with the python net library used in the tut. Be sure to check the plugin out

    Edit: Hehe, just saw your post in the tut thread so you already know about it :] Sorry then for spamming.

  • : Take a look at the Sine behaviour. On the forum you will find a nice tutorial cap for it.

    : I would say you will have to reach for an external python library to do that I think. I do not know if you can do it with the HTTP object or something else.

  • You do not need locking a layer to do that what you need.

    Solution one of many:

    Create 'Group1' and 'Group2' for events for objects you want to activate/deactivate.

    On startup enable Group1 and disable Group2. On click on object from Group1 deactivate Group1 and activate Group2 and vice versa.

    You can also use families and for each objects and many many more ways to do it. It depends what you are really trying to do so it fits your way best.

  • Ok, my last shot at this. I give you here a test cap that shows what is amiss here.

    http://www.box.net/shared/m53if41ypb

    [Additionally in my project I have 'zoom in/out' control implemented and when the view is zoomed in the layout is created totaly wrong, but that problem will have to wait till I manage to fix the text positioning.]

  • I did something similar by adding all graphics to one sprite as animation frames and upon object creation I set the animation frame to random one.

    If you need to track witch were already drawn then a loop and an array to store drawn cards would be required.

  • Unfortunately I already modified the cap so I do not get the crash [I did not really needed the drag behaviour so I just removed it and now when I add it it does not crash anymore]

    I will try to reproduce it and post the cap if positive.

  • I am getting a 'Drag and Drop' plugin crash. Is it known? Is there a bug reported?

    Latest Construct build from Sourceforge a week old. WinXP SP3.

  • Here is my modified cap: http://www.box.net/shared/qkv76sc59c

    The '0.9' is the weight of the speed and its impact on the accuracy. Normally I used 0.4 as it looked good and quite 'relisticly' but for your need to observe the effect I upped it. '+5' will give the minimum spread if the speed is close to 0.

  • Particles object that shoot object [tiny ones] with physics behaviour?

    Make the objects solid and give them a collision mask slightly smaller than them self so they will blend together.

    [a wild guess]

  • I think it works, you just do not see the effects cause there are a lot of movement and slugs.

    I have changed in your cap the accuracy calculating to "(Sprite.Value('accuracy') + Chair.value('modifier') )* Chair.Value('speed')"

    and attached the action to the spawn moment of the Slug.

    Now, you can test like this:

    Do not move the cursor: the bullets are fired in one straight line

    Move the cursor next to the soldier and then fire it while moving only vertical. You will see the slugs disperse more.

    You will only have to set the weighting for the speed modifier.