deadeye's Recent Forum Activity

  • You need to "set speed to speed -/+ something." If you "set speed to (distance between stuff)" then it might not behave properly. Try "set speed to speed - (distance between stuff)"

  • Thanks, it seems like playing with the heirarchy did the trick.

    Can you think of any alternative way to detect when a platform object hits a solid? putting a detector on the bottom for each enemy seems redundant, and making an event that says "when <enemey> hits solid - set animation" doesn't work for some reason, until the sprite changes angle, then it's triggered. it's probably a bug.

    Nope, not a bug. It's an "undocumented feature."

    The reason plaform movement doesn't trigger "On collision" events is because they never actually collide as far as your event sheet is concerned. All the platform calculations take place in between cycles (after the end of your event sheet, and before the beginning). So all the pushing out of solids and such has already happened whenever your "On collision" event rolls around. Sucks, I know. As a general rule I always use "Is overlapping" rather than "On collision."

    So yes, even though it's redundant, you should make detectors for your enemies if you want them to have detailed interaction with the environment. A foot detector for contacting the floor, side detectors for walls, etc. You can make it easier on yourself by setting them up in Containers. Click here to read my description of Containers (and be sure to read Ashley's response too, it's important).

    Edit:

    Wait... what? It only happens after your sprite changes angles? I'm going to need more details on that, you've confused me now.

  • I'd join SA, but it costs money. It costs money to join a forum. Sheesh.

    At one time I would have said it was worth it. That was a few years ago. And back then it really was.

    Eh, I don't mind having given them ten bucks (at least back then I had a job

  • BUMP because we posted at exactly the same time and you might not see my post.

  • the second one wasn't quite what I was asking.

    Let's say I set the enemy to walk left when the player is to the left of him (detected by comparing X positions) and vice versa blah blah blah

    I don't know how you have your conditions set up but here's a quick 5-second cap that shows instance picking based on comparing x position:

    http://www.mediafire.com/?1dnymyyt92t

    There are two purple sprites to either side of one green sprite.

    The condition:

    + purpleSprite.X Greater than greenSprite.X
    [ul]
    	[li]rotate purple sprite[/li]
    [/ul][/code:bgk40431]
    
    Only causes the right-hand purple to rotate.  So it is possible to pick instances based on all sorts of specific conditions.  If you have more than one condition for picking enemies to move, I'd check the heirarchy.
    
    And you can always pm the .cap and I'll take a look (I know you don't like to make your stuff public ahead of time).
  • Yep. That's about the only other forum I post on any more. Sometimes SA, but it's gone downhill big time.

  • if it truly wasn't a joke then an official post or statement from adobe needs to be produced. unless theyre in on it too xD.

    besides. april first isn't exactly the best day to post such information of this magnitude on without it being interpreted as a joke.

    I don't think there's a rolleyes smiley big enough for this post.

    <img src="http://i26.tinypic.com/2v3pv01.gif">

  • it was posted midday today April 1st.

    and theres no news of it on adobes' site.

    im 99.9% sure its a joke.

    You're really that sure, huh? I dunno...

  • this looks enough like MMF2/TGF/etc that it should be relatively straight forward.

    Read the tutorial.

  • (not sure if the python tutorial for socket connections is what I am looking for?)

    Yep. For now, Python sockets are your best bet. I don't think the peson who was writing that tutorial is done with it yet, though.

    Is there, or will there be (plans for) some sort of Multiplayer Sock object/plugin to allow multiplayer games over TCP/IP?

    Nope. There was, but it seems that the person making the plugin gave up. I'm sure something will come about in the future though. Ashley has said that if there isn't one by 1.0 he would make one.

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  • To pick a random instance, use the "Pick a random object" condition under that object's conditions. Construct will select only one. For instance:

    <img src="http://i30.tinypic.com/2v166wy.jpg">

    If I have a few of those sprites scattered around the layout then every 1000 MS one of them will make an eighth turn clockwise.

    As far as distinguishing individual instances, you need to specify them somehow. The best way is with private variables. Give your object some kind of variable that toggles whether or not they're "active." In your condition, pick the active ones by comparing the variable:

    + sprite.Value('active') Equal to "yes"
    [ul]
    	[li]do stuff[/li]
    [/ul][/code:222i7zu7]
    
    Hope this helps
  • Doppel's just mean. I mean, look at that avatar... it's just mean.

    It's all "I hate you because I can't figure out this magic eye puzzle behind me."

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deadeye

Member since 11 Nov, 2007

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