vem0m's Forum Posts

  • Basically when the game starts it will ask what character to play(character select) then it will continue to the game with said character, all current character share controls, while I'm not sure this would change at least I found a way, for now, to make them all use the same code vs having a ton of duplicate redundant code.

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  • Trying to fix some bugs but I found a way by making them a "family".

  • I got my project working with a character select but how would I go about getting a character controls to work across all characters instead of having to make them over and over for each character I add? I am currently using a sprite as a spawner for the character on layout load. Any ideas would be great on how to once a character is spawned to use global controls I have done.

  • I figured out a way mixing some of your code with a few changes and got it to work perfectly.

    Here's the C3P if you're curious:

    http://s000.tinyupload.com/index.php?file_id=63673778032000010183

    Thanks so much for your help!

  • I think I understand the concept, but is there no real way to increase it automatically versus having to say keep adding new events for every 10 seconds? Trying to tinker and see if there is

    Just noticed and been working on your disabled block of code. Trying to tinker with it to learn more about it.

  • Hello, been lurking a long time and own both C2, and just got C3. Anyhow...

    I am following the Beginner's guide to Construct 3 but wanted to try and learn more by tinkering with it. Well, I got the nearly the end right before adding damage to the player. It has 1 new monster spawning every 3 seconds, I found a way to cap that at 16 enemies. But I am now wanting to raise that cap every 10 seconds as well as make is spawn an extra enemy every 3 seconds. So say after 10 seconds it will spawn 2 enemies at a time(every 3 seconds), and after another 10 seconds spawn another extra at the same time(every 3 seconds), say 3 that time and increasing each time. Hope this made sense? Either way here is my code sheet.

    And my C3P:

    http://s000.tinyupload.com/index.php?file_id=56643569649902495680

  • Not a chance, no program would compile or function without all dependencies met. That I thought was common sense, not to be rude. But say part of the UI dependencies are missing and the program continues to compile.... All that would cause is the functions that are tied to that ceasing to work or work correctly if the program even executes.

  • Thank you any time investment towards bettering the forums and the information contained is much appreciated.

  • I know everyone on this project is on as a volunteer basis but could I request the moderators to try and clean it up and keep it organized? I know you all work hard and such but I think it would improve peoples overall views of Construct.

  • Sorry did not see that as it is all scattered badly all over the forums I see talks of plugins in the engineering section and other sections, I guess its just not being posted where they should be. I apologize for this post, please ignore.

  • No I do not, as I cannot afford to purchase them I have been unable to find a way to make it compile.

    I select the solution file in the IDE folder in VS2008 and build it and during the build I get...

    1>LINK : fatal error LNK1104: cannot open file 'ProfUIS284yn.lib'[/code:lnngb556]
    
    Is there a particular build order? Is there any other folders project files I need to compile first or does the IDE solution do it all?
  • I have VS2008 Professional I get an error when trying to compile Construct saying it could not find ProfUIS284yn.lib

    I know this file is part of a propriety UI but even after downloading that and linking the libs,(still could not find the file in the lib folder for that) it did not work. Any help would be appreciated. I run windows 7 and it has its own Ribbon libs if I am correct, not sure if I could use them somehow. Any help would be appreciated.

  • There is tons of plugins seeming to be getting made. However there is no section for the development of them specifically nor is there a section for completed ones.

    Could we get these forum sections made so it will be easier to find completed and plugins and plugins under development?

  • Looks good but there is a couple of issues I think "Exlorer" is typoed I believe, and for Construct I think you may have the Run All and Run layout reversed.

    Also one thing I cannot seem to find is a very simple and useful tool I used in MMF2 Dev which was the Duplicate command on a sprite or object, I could tell it how many rows, spacing, and how many to put in what rows. I cannot seem to find a similar feature in Construct.

    Array paste looks like it could or would be the feature, but I am unsure how to use it if it is. It confuses me badly.

  • > I disagree. There is no disadvantages of being able to export source code only advantages. I understand it may not be human readable, but even so saying the code as an export would not be useful or have any advantage is a bit extreme and over the top. Code at its very core is better then events, yes I understand events work really really REALLY well in construct, but if the program has a bug or they wish to expand on it with extreme custom code and actions that they could not do within the editor then it would be best to be able to see that code.

    >

    > I know it will never happen because of how advanced and great the event system is but saying exporting code would not have any advantage is not true in any part of the context. Not trying to call you on anything but facts are facts.

    >

    > I know the event system can do 99% of what anyone would possibly want with python possibly picking up the slack, but exporting code would be the ultimate in debugging and advanced mechanics.

    >

    So what are these advantages? From what I can gather from your post, you state code is better than events even when not human readable. Why is that? Isn't it better to write custom code in plugins which Construct already supports? I'm not saying events are always superior to code - they're not - but the options are put your code in a plugin, or ponder what to do with tens of thousands of lines of unreadable code. This isn't about code vs. events, it's about Construct generating tonnes of useless source vs. giving you the finished thing. That's not a feature, it's a waste of time to develop, from my point of view!

    Don't think this is a personal attack or anything, it's just that this idea about Construct generating source code comes up from time to time. I can't really see any point to it at all, so I'm trying to establish what people think it will enable. Such as:

    > he wants to create the source code itself ... so he can take it over to another program, like you would a jpeg or a text file.

    >

    Remember this is a big ball of mud code which doesn't make sense. What are you actually going to then do in another program with this unintuitive source code? I'm yet to hear any convincing real-world scenarios yet.

    I never said unreadable code would be better, or even needed. I simply said the advantage is having access to that in case something comes up that cannot be fixed or added with events because of the scope needed, which in itself probably will not ever happen but the possibility is always there. I would never use it if it was added for several reasons I am just saying because it is unreadable and a mess does not make exporting source code as you put it "only disadvantages" as that is one single disadvantage among its so many, possibly useless uses. Those uses can still have advantages in extremely rare cases to some people. Not sure why but that cannot be dismissed.