deadeye's Recent Forum Activity

  • There is a Find and Replace feature on the event sheet ribbon, but it does not yet appear to be complete. If you use object names it will only properly replace them if you've typed them manually in expressions, it seems. Built-in conditions are glitchy and won't change properly. If you look at the condition it will have switched from the Default selection to the Use Expression selection, and will have blanked out the info.

  • Have you tried the regular Text effect?

    I mean, putting the Text effect on your text and then Outline afterward.

  • Supposedly your graphics card only has to keep one copy of the tile in VRAM and can produce several hundred copies without much slowdown. Slowdown should only start happening if the graphics card has to keep swapping textures back and forth to start blitting different objects in proper Z order. Since that's not the case, tiling shouldn't be a problem. The 16x16 tile version should be much more efficient than the large image. As I said before, it's probably an error in the FPS counter.

    But yeah it'd be nice to have an official word on this one, instead of guesses and conjecture.

  • It's more likely a problem with the FPS counter. I remember reading someone else was having trouble with it reporting wildly inaccurate results recently.

    Anyway... post your .cap!

  • Wow, looks promising . Looking forward to seeing more of this.

    I like how they're just fighting by the side of the road, too. Must be quite a strange sight for the people driving by

  • If I recall correctly there is a way to do this using Python. I'm no Python expert though, so I couldn't even begin to explain how . As for events, no... you'll have to pick the object by it's UID in a condition like everything else.

    + Sprite: Unique ID is whateverValue
        -> Set or Get Sprite.X
    [/code:3kssq59o]
  • It looks like you have the expression to call your length variable written incorrectly. It's written in your length field as 'vypnuto' when it should be showing Elektropole.Value('vypnuto'). Also, I don't believe you have to stop the timer in your On Timer trigger if you've set your timer to No Repeat.

    There used to be a bug in the Timer behavior where you couldn't start the Timer again from an On Timer event, but it was marked as fixed. It could be that it's not 100% fixed.

    At any rate, it's easy to set up your own timer, so you may want to consider doing that. I have an example here if you'd like to take a look:

    http://dl.dropbox.com/u/529356/customtimers.cap

    v0.99.83

    I've commented it so you can see how it works. It uses TimeDelta though, so if you're not familiar with the expression then I'd recommend checking out the wiki article.

  • Yep, it's a picking issue. Try using the rock1 object's Spawn action to make the particles instead of the System: Create action.

    For more information on on conditions, picking, and the Selected Object List, check out the wiki:

    http://sourceforge.net/apps/mediawiki/c ... ct_picking

  • I'm guessing it's a picking issue. Post your .cap, or a screenshot of the events so someone can have a look.

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  • Uzalu, I put together a simple test cap that might give you some ideas on how to do the picking and other stuff. Obviously the movement isn't refined at all but it might help out a bit.

    http://dl.dropbox.com/u/529356/spacebattle.cap

    v0.99.83

    I didn't bother commenting it so if you have any questions feel free to ask. Also this isn't necessarily the "right" way to do it, just one method, but it works pretty well as a simple example.

  • After a cursory glance I'm not entirely sure what's causing the crash, but I will say that you have a lot of unnecessarily complicated events here. Things like splitting up what could be one event into several smaller ones, unnecessary "For each" conditions where they don't need to be, coupled with Trigger Once's that aren't doing anything special, and some .count comparisons that are equally useless. It's kind of hard to follow your code enough to track down the root of the problem because it's all over the place. I mean no offense by this, mind you... I understand that you're new to this and all so I wouldn't really expect you to be an expert or anything yet.

    I think perhaps you you might just be bringing old habits over from MMF? Construct works a bit differently. You don't need to go overkill on trying to select instances. You could streamline this down a whole lot, probably into one for each loop and a couple of aim, shoot, and collision events. I'd recommend taking some tutorials if you haven't already, and just experimenting with Construct for a while until you get the hang of it, before jumping into making a full on game. I will say though it's not bad overall for your three day anniversary .

    Also, using Ball behavior on your ships probably isn't the best choice. Try Bullet, or Custom Movement.

  • There's a better object list in the project bar, and in that one you can have folders..

    Right, but you can't drag stuff out of it onto the layout, or copy from it . At least, not yet.

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deadeye

Member since 11 Nov, 2007

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