vinny's Forum Posts

  • i think i requested this before but i'd still like families to have their own set of private variables that only need to be set in something like family properties. this way, all sprites added to a family would have those private variables by default either by being accessed separately or by adding stated private variables to the sprites list of variables but still specifying where those private variables are from and removing sprites from families would remove the private variables that were given due to being added to the family.

  • do you even bother to test play your own creations?

    first game:

    the story description of the game doesn't stay on screen long enough to finish reading in one go, i had to click on it multiple times before being able to finish reading it. you should just keep the story description on the screen until the player clicks again or does something to exit the description. as for the actual gameplay, the description made it seem as if the player would die from everything but the player only moves around the screen and nothing kills it, the cats only freeze in place when the player hovers over them.

    second game:

    umm, the player actually dies this time (or disappears) upon collision with a nail. but at one point the sky is lined up with nails and it's not possible to dodge them ... =/

    even for first and second attempts, you should have a plan of what you want to do with your game, otherwise these half-assed efforts are what results.

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  • how about using a counter and when the player dies set the counter to say 100 or something and then have another event that always subtracts 1 as long as that counter is greater than 0 and one more event that will run only if the counter is 0 and if the player is dead so something like this:

    (note: for player dies, you can use a variable to track the status or something or some other means to identifying that the player has died)

    counter > 0

    :subtract 1

    player dies

    :set counter to 100

    counter = 0

    player dead

    : do whatever you want to do

  • Also, is the tank supposed to sit for a few seconds and then go flying off the top of the screen? It's done that a couple times, much to my confusion.

    LMAO! i want to know the answer to that as well!

  • ah yes, that's the message i get every time i try to play test after running the above python code with python installed. rebooting is the only way to get around it, apparently.

  • so i tried installing python just to see what would happen and now it doesn't give me any message about a missing module but now i get this message:

    Traceback (most recent call last):

    File "<string>", line 5, in <module>

    file "<string>", line 1, in bind

    socket.error: (10048, 'Address already in use')

  • hmm, i don't know why but does the executable run properly?

  • http://www.mediafire.com/?iwzcjycz3y1

    this version is a bit different, i've added wall climbing and jumping but the climbing isn't complete yet

    what kind of errors is construct giving you? is it because of my cap file?

  • curious, will we be able to program sockets in python with the current version of construct?

  • Click for screenshot (edit by Ashley: linked to prevent page widening)

    i like the soft look

  • wow, never realized how nice pixel shader effects could make everything look until now! the controls aren't odd at all. things i noticed:

    • player can't shoot through platforms, good
    • enemy can shoot through platforms, not fair and not good! =P

    for the passing through walls, check out how i check and correct collisions in the cpm that i posted:

    ttp://www.scirra.com/phpBB2/viewtopic.php?t=613

    it's for platform movement, but left and right movement can easily be translated to up and down movement.

  • i just noticed from typing it in manually, "socket" isn't available in the list on the right hand side of the editor

  • everything i copy and pasted is from this page

    http://www.devshed.com/c/a/Python/Sockets-in-Python/1/

    word for word, case for case

  • import socket

    mySocket = socket.socket ( socket.AF_INET, socket.SOCK_STREAM )

    mySocket.bind ( ( '', 2727 ) )

    mySocket.listen ( 1 )

    while True:

    | channel, details = mySocket.accept()

    | print 'We have opened a connection with', details

    | print channel.recv ( 100 )

    | channel.send ( 'Green-eyed monster.' )

    | channel.close()

    i tried copying and pasting this code from a tutorial into construct but i got this error:

    Traceback (most recent call last):

    File "<string>", line 1, in module>

    File "C:\Python25\lib\socket.py, line 45, in <module>

    importError: No module named _socket

    my guess is that the socket library isn't available but then again, i don't know very much about the python language so please help! i wanna get construct up and running online YESTERDAY! =P