Xavier's Forum Posts

  • Let's see if Ashley can answer tomorrow. In the meanwhile I guess you could try doing a moving platform with just events and see if the same problems are still happening. An easy way would be to create 2 platforms with the Wrap behaviour, one that goes always up and one that goes always down.

  • Steamworks is optional.

  • Are you perhaps using physics in any of those objects?

    Also check the collision mask on both objects and try setting it to a box.

  • http://www.gamedev.net/page/resources/_ ... mers-r2936

    I recommend it, it explains how platformers are made and the techniques they are using for different actions and behaviours in which you can perfectly implement with Construct 2.

  • Maybe you could use a dummy/empty sprite on top of the background, and have the collision happen on this sprite.

  • I don't know much about programming but do you think it would be possible to create some kind of wrapper for the Steamworks API using the Construct 2 SDK? If I remember correctly this has been done in some other programing languages. I think if someday some C2 games could get on Steam, it would be nice to have the achievements and stats at least, specially since Steam Greenlight will launch soon.

    For instance this wrapper is for XNA and Unity:

    http://www.communityexpresssdk.com/

  • I just thought this might be relevant:

    http://steamcommunity.com/greenlight

    Basically they are changing the way that games get on steam. When Greenlight launches, the community will be the one to decide what games are sold on Steam with a vote system. Obviously this is mainly focused on Indie games.

    Now my only concern is if this has any restrictions to what game engine is used, mainly if Construct 2 games could be accepted, via .exe wrapper for instance.

    What do you think?

  • Ok thanks for the replies it does work correctly now.

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  • https://dl.dropbox.com/u/1910765/cursorover.capx

    If you look at the capx events, when you position the mouse over a block the opacity turns 50, and when the mouse isn't over, it's 100 opacity.

    But when you test it, due to the blocks being next to each other, the opacity never goes back to a 100 if you mouse the mouse to the next block. Try moving the mouse up and down on the blocks to see what I mean.

    I'm just wondering if this is a bug or if there is any workaround. Thanks.

  • Do you mind showing a screenshot of the events you use to exchange the objects if they are in the very next cell?

    I'm using an invisible image with a cross shape, but I'm having trouble with the events. It works but it's still buggy sometimes. Otherwise I'll just ask in another thread. Thanks.

  • Search in the plugins forum, there are some plugins about timers or dates.

  • Capx:http://dl.dropbox.com/u/1910765/bugtest3.capx

    More specifically, it crashes when adding an object to a family that already had a behaviour, and then trying to save/run the game, the program crashes with this error:

    Note: To reproduce the crash in the .capx, edit the family called "NormalGems" (which is the family that has the bullet behaviour) and add some sprites to this family. Then save or run the game.

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    GetBehaviorInstanceFor(): object instance does not have an associated behavior instance

    Condition: i != instances.end()

    File: Projects\BehaviorType.cpp

    Line: 183

    Function: class BehaviorInstance &__cdecl BehaviorType::GetBehaviorInstanceFor(class ObjectInstance &)

    Build: release 91 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

  • Well, then I guess you could use 2 variables, one that takes care of the score, and the other one that takes care of the number of objects. So everytime a match/mistmatch happens, you always add 1 to one variable, and also you add or substract 1 to the score variable. At the end you will have one variable that will always be 10 which will trigger the "final screen" and another one that will be 1-10 that can be used to display the score.

    "Else" is not on the actions, you have to right-click on the condition, select the Add option and finally "Add Else".

    You can post a .capx of your project, just upload it to dropbox public folder like everyone else.

  • You could use a family if you want to use instance variables.

    I guess you could also do it with a normal global variable. Everytime you match/mismatch a pair add 1 to that variable, and when it reaches 10 make the final screen appear. Just be sure to reset the variable at start of layout if you have more than one level.