vinny's Forum Posts

  • ohhhh right, right, the conditions pick the sprite for the intended actions. i guess it took my brain a while to process the complex parts that the simpler parts didn't process at all! XD

    anyways, the reason i ask is because i'm playing around with some manually implemented physics so that it affects all sprites, as well as for AI purposes. like a loop for movement but the loop can be triggered either by player input or by a triggered event at runtime but the loop will apply to anything depending on the uid that's picked.

    maybe there's a better way to achieve this but this is how my brain is thinking at the moment. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" />

  • i know construct keeps track of unique ids but how would i go about performing an action on a specific sprite with a specific uid?

    i know one possibility is to single it out in the conditions but what if i have the conditions check one sprite with, say, id 1 but the actions will affect sprite with id 2?

  • make sure you have the Mouse&Keyboard object added to your layout and then this is the condition you can use

    Key key is down

  • apparently, private variables for families can't be called in the expression editor

    i have a family called "player"

    and i'm trying to run a loop as such

    System: Start loop "positiveDisplacement" and run player.Value('speed') times

    the result is this error

    Error in parameter 2:

    'speed' is not a private variable in 'Value' (parameter 1)

  • is it really? because i know there's is something called, "dynamics" in music

  • Okay then I guess I'll change my vote.

    It should be left.

    ?

    wanna elaborate? <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" />

  • if that's the case then, it sounds like it would be much less of a hassle orienting ourselves with 0 degrees pointing towards right than to reinvent mathematical formulas <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" />

  • curious, what is it called when music in a game dynamically changes and matches the current scene or the players actions?

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  • i would actually prefer "up" as well simply because i visually relate "up" with "forward"

  • yeah, fixing copy/pasting would most certainly help move things along and doing something about the obstructive cursor would help too! =P

  • i know construct already has a way to handle physics but if anyone wants to learn how to manually implement physics into their game or just wants to learn how it's done here's a link that i came across that provides formulas implemented into a script form with documentation to help readers understand what's going on.

    http://www.rodedev.com/tutorials/gamephysics/

  • as the title of this thread suggests, the image/animation editor is crucial in the development of games and applications made with construct. i know many comments have already been made about the image/animation editor but another reminder shouldn't hurt. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" />

    i'm currently working on a game and the image/animation editor is really slowing the process down. the gigantic cross cursor obstructs the view of tiny pixels, copying and pasting from other editors doesn't transfer transparencies over, and even copying and pasting within construct itself causes pasted images to have the awkward black backgrounds. :S

  • well, whaddaya know! that works! haha

    thanks for the help! <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" />

  • how flexible IS the text object?

    i'm trying to setup a hp counter and the action i'm trying to use to achieve this is:

    Text: Set text to RedCastle.Value('HPcurrent') + "/" + RedCastle.Value('HPmax')

    the private variables are initialized to 100 each and with my knowledge of programming, should produce this:

    100/100

    but i get this instead:

    200.

    the period seems to automatically appear

    logical error?

  • that's was pretty fun to try out!