Ashley's Recent Forum Activity

  • There's no way to do this yet, but I'll see if I can add one for the next build.

  • I think there's a file save bug in 0.93. Are you using Vista? I'll try and have it sorted out for 0.94.

  • In 0.94, iTunes style search:

    <img src="http://img374.imageshack.us/img374/9971/newwizardze6.png">

  • Try the Selection Box movement? Add it under 'Behaviours'.

  • Spread values are kind of obselete in Construct because you only would use them to fastloop through each instance of an object, and 'For Each' in the system object does this much more easily. If you make the condition 'For Each Sprite', the conditions beneath it and the event actions and subevents are repeated once for each instance of Sprite, each time with just the current Sprite instance picked.

  • Attributes - tick 'Destroy on startup'?

  • Firstly, I don't think we have any substantial finished games made with Construct yet, but hopefully we will see some in the near future.

    This thread seems to imply there is some kind of power struggle between MMF and Construct. To me, there isn't, not in the market sense (Construct is free so is not competing for sales), nor in who can get most users, biggest community etc. I'm just here to write software in my spare time, and I reckon all these problems will be taken care of by the simple fact Construct is good If it's genuinely useful, free and powerful, people will end up using it and having communities anyway. Still, I get a kick out of knowing lots of people are/would be using Construct, so I guess it does form part of the reason I do all this, heh.

    At the end of the day, I don't care about Clickteam, what happens to them, or how their products compare to ours. I'm only interested in how good I can make Construct.

  • Add one M&K to the first layout, and tick 'Global' (common properties). It will be accessible via all layouts.

  • Well, because the event won't run when the helicopter with intended UID is destroyed, you can use event logic something like this:

    + Always

    : Bullet: set 'Is obsolete' to 1

    + For each helicopter

    + Bullet's variable = helicopter.UID

    : Set angle toward helicopter

    : Set 'Is obsolete' to 0

    + Bullet: 'Is obsolete' = 1

    : Destroy bullet

    And lol deadeye, great minds think alike hey

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  • Well, you're right, there's no easy way to access the targeted object from the turret movement. To remedy this I've added a 'Get Target UID' expression to the turret movement for the next build. You'll be able to do something like this:

    + On shoot

    : Spawn bullet

    : Set bullet private variable to Gun[Turret].TargetUID

    + For each helicopter

    + Bullet's variable = helicopter.UID

    : Set angle toward helicopter

    Then every time a bullet is shot, it will lock on to the helicopter it was shot at, and follow it.

  • If you're used to MMF, it's definitely going to take some time to get used to the different interface in Construct. Once you have used it a bit I think you'll find it much better. For example, you don't need to keep clicking next, you can just double click everything, which makes it really quick to zip through the process easily.

  • 'Add object to target' simply adds an object type to look for, so you only need to call it once on Start of Layout. 'Spawn object' will set the angle of the spawned object to the angle of the parent object, which is exactly what you want - you don't need to set the bullet's angle manually. 'On shoot' doesn't pick any helicopters so Construct doesn't know which helicopter you want to use. Delete the set angle action and it should all work fine.

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Ashley

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