machrider's Recent Forum Activity

  • And doing so, well, is proving to be quite buggy. I'm trying it now and the built in platform movement doesn't seem to play nice with it being moved around forcefully through the event sheet editor. This is really a pain in the you know what.

    If only there were some other way to disable the movement keys so that they didn't interfere with the enemy's ability to move.

    EDIT: Wait, I just found it. There is a "Set ignoring input" event. I'll try that out.

    Edit: Okay, ignore everything I have just said. This "ignoring input" command I found actually works. Heh, I said all that for nothing. It was right in front of me all along.

    Edit 3: Well, I am able to get the AI to jump... but there is no option to make it move to the left or right, although moving it to a certain X value works... although not quite as good.

  • Setting an enemy NPC to platform movement causes the enemy to move whenever you try to move the player. It seems like Construct neither has the option to control more than one player nor does it have to option for a movement (or "behavior") to be not to be controlled by the keyboard at all.

    If you try to delete the movement keys in properties, it just sets them back to the default values. It doesn't let you "unassign" them.

    This is all a huge oversight in my opinion. I would suggest that there be an option to assign what controls an object (the player, another player (separate set of controls), or nobody at all).

    But I could be missing something, if you have found a way to prevent this from occurring let me know. But as far as I've seen, it seems like Construct doesn't have support for movements being controlled by anything other than one player.

    I really hoped this is addressed soon because I had a cool platform AI system that was working great until I found out that it could be moved around with the keyboard.

    Edit: Actually, it does let you unassign the keys. But you lose the ability to move your character according to the rules of the built in platform movement and have to instead make your own by setting the X movement values, etc. yourself in the event sheet.

  • I second that notion. I hope to see this fixed right away. Thanks Ashley.

  • Sorry, I know I asked this in my other post but I felt like it'd be better off to make a new post about this.

    I can't seem to figure out how to destroy the ball object after it has bounced two times. Not only that, but I want to make it so that a sound effect plays every time it bounces off of a wall.

    I was thinking of making is so when the ball collides with a solid, it rasies a private variable up by 1. Then when it gets to a certain value, it destroys itself. But that doesn't work. The value stays at zero even when it collides with the wall. It doesn't play a sound effect either, no matter what I do.

    There doesn't seem to be an event option to check for if the ball has "bounced" or not. Maybe I'm wrong. But I can't seem to figure out how to do this simple thing in Construct. Could anyone help me out?

  • Actually, I have another thing I'm confused about.

    How do I make it so the ball object destroys itself after 2 bounces? I tried putting a private variable and making it add to the variable every time it collides with a solid, but it doesn't work. When I look at it through debug mode, the variable stays at 0.

    I'm also trying to make it play a "ricochet" noise but that doesn't work either when I tell it to play the wav while the bullet collides with the platform. There doesn't seem to be an option to check whether the ball has bounced off of something or not.

  • Thanks again, Ashley.

  • How do I make the ball object rotate to where the mouse pointer is?

    I am trying to make a platform shooting game where you can aim your shots with the mouse. I want to use the ball object because the game idea I have in mind deals with bouncing bullets off of walls in creative ways to solve puzzles, etc.

    I tried several things (rotation options, etc) but I can't get the bullets to fire in the direction of the mouse.

    http://machriderx.googlepages.com/platform.cap

  • Device name: ATI Radeon HD 4800 Series

    Pixel shader: 3

    Estimated VRAM: 1275 MB

    Motion blur: Yes

    Edit: Although it doesn't say. my video card is the Radeon HD 4850.

  • If anyone remembers a while back, I tried to make a 2D space sim game using the physics engine. Back before this update it worked extremely well and moved very fluidly.

    Well anyway, it doesn't work anymore. The new physics broke it. Now my ship moves really really slowly and is unable to rotate itself anymore.

    Here is the latest .cap I have of it (before I kind of stopped working on it):

    http://machriderx.googlepages.com/space.cap

    Is there anything I need to change it get it back to the way it was before? Or is this new physics engine broken or just not compatible with what I'm trying to do anymore?

    I mean, I don't know why but it seems like adding torque doesn't work the same way it did before (or even work at all for that matter). And I'm sure there's a lot more things that are different than that, but overall it doesn't seem to be working quite the same way with any of the projects I've made before.

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  • That's ingenious! There's not much else I can say. Just brilliant. I would have never thought of doing it that way.

  • You might want to make the house at more of an angle then. Try to get it to match with the character. Look at screen shots from the game "Earthbound" and I think you'll good idea of the angle you need for the buildings. Right now it looks as though the character is prone on the ground and crawling, but you can easily fix that by putting the buildings at the correct viewing angle.

    Edit: Here, just to save you some time:

    <img src="http://www.honestgamers.com/images/games/10/E/2288/4.jpg">

    Also huge image of a town from Earthbound composed of many screen shots: http://www.ebhq.net/maps/onett.gif

    Anyway, try to make the buildings at that sort of angle/perspective. Make them more upright and taller. Make it so you can see more of the front side of the building rather than mostly seeing the top. Something along the lines of what I just posted would look best for the type of sprites you're using now.

  • I can confirm that this bug has been fixed in the latest Construct version. Thanks! I'm glad I could be of assistance. I'll be sure to report any other bugs I find as I encounter them. Keep up the good work.

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machrider

Member since 12 Jan, 2008

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