Ashley's Recent Forum Activity

  • You can already do all of that, by adding multiple conditions to one event, and using the 'Trigger once while true' condition.

    Don't take this the wrong way, but... did you finish that tutorial? Perhaps you'd have a clearer insight when you have more experience with Construct?

  • You mean triggers? Like... On User Clicked? On Fade Finished? On object collided with another object?

    These are already all built in to Construct!

  • Was I hostile? I meant "What point are you trying to make?". Is it bad that something happens with no events? Do you have a suggestion to make it better? Where are you going with this?

    Perhaps you are misunderstanding what Construct is. It's designed to be a rapid game development program, and do common tasks for you. You mentioned a "pure programming environment" in an earlier post. Construct definitely isn't (impure if you will ) - it's like bolting together commonly used parts of games. If it were all entirely left up to the programmer... you'd have a language like C++ and it'd surely take longer to get everything done!

    Sorry if I came across hostile, I don't mean to be but I'm not sure what you are trying to say. For example, are you trying to say its bad that behaviours work automatically? Do you mean you should have to use events to turn them on? I'm definitely open to suggestions here... just trying to establish what you're saying.

  • What's your point? Construct was deliberately designed like this. You are implicitly adding "code" to your game when you add behaviours. The whole point of behaviours is to save you having to add loads of events to do common tasks, for things like a platform movement. Behaviours are code so just because you have a blank event sheet doesn't mean nothing should happen. Why should it?

    As for the brief mention of a crash... did anything crash? If so, it's not meant to, so report it as a bug!

  • The event based system is much simpler than Python - try running through a beginner tutorial like the Ghost Shooter tutorial:

    http://www.scirra.com/files/ghostshootertut.zip

    It's a bit out of date ("Movements" have now become "Behaviours") but it should get you started.

  • I looked in to it, but I got stuck handling multiple lights. I'll try have something like that done for 1.0.

  • Hmm, I don't know why that isn't working. I'll investigate soon.

  • Adrix89 is right, a magnify shader can do explosion "shockwaves" like that. Black doesn't zoom at all and while zooms a lot, so I guess you'd just draw a greyscale shockwave and resize it really big, while fading it out with opacity.

    So, how does the light work?

    It's done by shader parameters so it's not quite so easy as having a sprite, and at the moment it's also in texture coordinates which makes it a little fiddly, but it works. I'll see if I can make it a bit easier to use.

  • [quote:1ulafu35]In order for the sounds in this program to work this folder MUST be installed in the Program Files folder of your C: drive

    And why is that? Doesn't Directsound load the file if you set the path just to be "content\song.mp3"? Or Appdir + "content\song.mp3"?

  • Whats the problem exactly? I see three layouts, one with a button, one with a box and no events, and one with a box and an event to move it when you hold W. When you run it and click the button it jumps to the layout with the box and no events so nothing happens. Is something meant to happen?

  • Well, they have different avatars now so its not like its confusing, and I think we need to get this thread back on topic

    Bumpmapping ftw!

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  • Cheers

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Ashley

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