vandinz's Forum Posts

  • I finally fixed it.

    It stemmed from the fact you must have at least one of each object in the game on the layer at runtime. If you remove it and run the game an error occurs in which it states that this will be fixed in a future update. The sooner the better!

    When I was moving, destroying the object etc. it was working on the wrong one (not the one I created to use, the one that was forced to be placed on the layout in the design).

    :)

  • I've searched for help on this but nothing I've seen works. I was under the impression that everytime a layout is called the 'on start of layout' event is executed? The problem is it doesn't seem to be.

    I've included the cap to my game, it's a simple Asteroids clone (don't laugh at how I've done anything, I'm learning) but my issue is with the GAMEOVER text.

    At the start of the layout I make it invisible. Then, when the players lives reach 0 I make it visible so GAME OVER appears on the screen, wait 10 seconds, make it invisible and take the player back to the TITLE layout. When they click on play game (for the second time, first time around is OK) the GAME OVER is still in the middle of the screen! I've tried destroying it, making it invisible, moving it out of the screen area, nothing will shift it.

    Can anyone see where I'm going wrong?

    Cheers.

    http://www.sendspace.com/file/iyq0cv

  • Great idea! I'll give that a try now. Cheers.

  • I'm stuck!

    I'm making an Asteroids clone and all is going well except I'm not sure on how to check all the asteroids are dead so I can restart the level. Does anyone know of a way to check this? Cheers.

    EDIT* Just pointing out that there are around 6 different objects as Asteroids and several instances of those objects that can be 'alive' at any one time. If it was 1 or 2 things to check the state of I'd be OK, it's the fact there can be so many things to check that's throwing me.

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  • Hi, I'm starting an asteroids type game for something to do and I'm wondering if it's possible to have one set of actions and events applied to multiple objects?

    As you know Asteroids has several asteroids on the screen all spinning and moving at various angles. When they go off the edge of the screen they re-appear at the other edge. What I wanted to do was create an event to check if it went off the edge and an action to move it to the other side but I don't really want to have to do this for every possible asteroid on the screen.

    So I'm wondering if and how I can set up one lot of events for them all?

    Cheers.

  • Hi, I've created a new tutorial for Construct Classic. At the moment it doesn't do much as the tutorial is a new series on our website, so it'll grow with the tutorial. I've tried to go into a little more detail for the absolute novice so some of it is a bit long winded.

    Opinions are welcome, any ideas of how I can improve it (the tutorial, not the game) and any mistakes you can spot, please point them out. Later sections will have full functionality, score, effects etc but taking it nice and slow at the moment.

    Thanks for looking.

    <img src="smileys/smiley1.gif" border="0" align="middle">

    http://www.realpcgamers.co.uk/?p=4356

  • Ah, there we go. I WAS doing it wrong. I didn't type Global(' ... I just typed the name of the variable ('AlienSpeedChange'). Works a treat now. Cheers. :)

  • Hi, I've got a couple of global variables. One is a counter, when it reaches the value of another global variable the game should increase the level.

    The problem is I have an event - IS GLOBAL VARIABLE 'Alienspeed' equal to 4

    Now I want to change the number 4 to a global variable, this way I can increase the variable making it take longer to increase the level, confusing I know but this isn't the issue.

    When I click on the 4 and type ('AlienSpeedChange') which is the name of the variable I want, it changes to the name of the first global variable in the list of currnet GV's in the project and not what I typed in.

    What I mean is, I have a few Global Variables, the first one being called IsFired, when I try to set the name of the variable in the event to ('AlienSpeedChange') and press enter, Construct changes it to ('IsFired') and no matter what name I use it always sets it as ('IsFired').

    My head hurts.

    I hope you understand what I'm saying. So, is this a bug within Construct or am I doing it wrong? Can you not set a variable check like that?

    Cheers.

    OK, trying to simplyfy it

    Here's the event, as you can see it's set the variable I want to compare to ('IsFired') even though I typed in ('AlienSpeedCheck')

    http://imageshack.us/photo/my-images/268/capture1kx.png

    This is the list of Global Variables I have, as you can see IsFired is the first in the list. Is this a bug that won't let me set the variable to check to anyting other than the first in the list of Global Variables?

    http://imageshack.us/photo/my-images/26/capture2et.png

    Can't get the images to show, sorry.

    Here's the CAP - http://www.realpcgamers.co.uk/site.cap

    I know it's crap, I'm tryin to do a simple tutorial for someone to show how easy Construct is. Event 11 is where I'm having an issue. Try changing the 4 to a global variable other than IsFired.

  • Cheers, I'll give that a go :)

  • Hi, I'm trying to make a clone of the arcade game 1942. Most of the enemy I've sorted, but there are some that follow a path in a line. I've installed the path movement addon and this works perfect for a single sprite, but the only way I can get them all to follow the same path is to re-draw the path for each sprite, which is a pain.

    If I clone the first sprite with the path it takes the path movement with it but if I shift the sprite over to the left of the first sprite, the whole path moves with it so they don't move in a line.

    Hope you're still with me.

    So, I was wondering if anyone had any ideas how I can create a 'snake' like chain of enemy that move along a path. The video below is of 1942 to give you an idea, around 30+ seconds the red planes come in from the left, that's the effect I want.

    Thanks for any help.

    Subscribe to Construct videos now
  • Hi, is there a way to stop sprites from overlapping each other? I have a load of enemies that vector for the player and of course as he moves around they start to overlap each other, which is no good. Is there a way to stop this?

    I tried setting them as SOLID but that seems to stop the bullets from the player hitting them. Am I missing something?

    Thanks

  • Cheers.

    I'm not doing patterned waves, just wanted the enemy to come out in groups. I'll try your idea.

  • Hi, I'm making a simple shooter as a starter project and was wondering if there's an easy way to create waves of enemies? ATM I was thinking of just making them random, which would work but would better if they were in waves etc.

    Cheers for any help.