CaptainOblivious's Recent Forum Activity

  • Woah, that's cool. I agree.. needs to run faster. Perhaps fewer but more detailed sprites?

  • Doom - the Remake.

    Personally, I'll stick to the classics. Marathon: Durandal on XBL is about as good as you can get with a raycasting engine, as it does a number of "advanced" features for the time... like water. I do admit a raycasting engine combined with Construct's shader system would be interesting to see.

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  • I'm sorry to hear that. The truth is, although Construct takes the hard work out of programming, it does not hold your hand. That is, it attempts to make things easy without limiting you. The side effect is there are less automations than in, say, GameMaker... Creating Tetris in Construct means you have to perform a lot of the actions yourself - which is not difficult to learn, it just takes practice.

    A good place to start would be looking at source code from other versions of Tetris and learning how to replicate it in Construct.

    Of course, if the GameMaker version suffices for your girl, I guess you're set then.

    Good night, man. Hope to see you around.

  • Another thing to try when wanting to use any object from another level is to use a new event sheet and include it in your layout. For this, I have made an event sheet called "Movement" and called a position change every X ticks.

    Include Event Sheet "Movement"
    
    System: 0 Every 30 ticks
    

    Sprite2Set Y to Sprite2 0 .Y+10

    [/code:3ksyd8h4]

    Every X Ticks is found in the system object. Please review the functions of the system object until you are familiar with them.

  • Hey, we're all in this to help each other out. You would only benefit from placing courtesy foremost. There are a lot of users here that are somewhat.. less patient, and stoop to countering insult with same.

    As for your 2,000 objects, do what I do. Control how events manage your objects by setting up a structure for each event with a variable.

    For instance, can the same object be used in two different ways? Create within that object the variable "State" and load your events with that trigger. This will allow you to clearly define when certain events are allowed to activate.

    +Object.State == "can be used here"
    -Do stuff
    
    +Object.State == "cannot be used here"
    -Do other stuff[/code:2tbqj6pd]
    
    It will save resources, and should feel better over all.  Of course, I'm sure this isn't the best way to go about this, but it works very well for me.
  • Ash, the first thing I can think of there is file size. I've had to rethink some of my objects due to the quality of the graphic files I use. When I make multiple same objects, the filesize skyrockets. I've found it best to creatively code around that, using specific triggers embedded in the object's variables set to manage events.

  • What I gather from this entire thread is that what you're asking for is a very, very long way away. Once even just the 2D stuff is anywhere near complete, the devs will be able to better consider expanding the 3d graphics capabilities.

    Until them, have you considered modelling and animating in another program, creating 2D animations with it for use in construct? It would achieve much the same effect provided you take your time.

  • I tend to work best from a visual standpoint, so I create my full-scale art before placing it within the game. This also helps resolve collision issues early - something filler sprites cannot achieve.

  • I believe you can already do exactly that. This is how I have used my own sprites between layouts. Retry everything you just said - it should work. I believe you only missed something along the way.

    Object names are global as is. Even if you have to paste new instances in the layouts that contain them, they are still merely new instances of the same object maintaining all the conditions and behaviors you've set to them.

  • Ash, this cap's giving me nothing but a runtime crash on both Vista SP1 and XP SP3. Is that what he meant when he asks "What did i do wrong to keep it from running?"

  • //THE WORLD

    //IN CONSTRUCT EVENTS

    //Version 1.1

    //*

    Version 1.1 is a bugfix release with no major source code altered. Changes to sourcecode will be revealed in the next release.

    Known Issues:

    -We are aware of the problems with the God program (currently version 54.1beta). As you know, it is essentially an AI routine. However, the lack of restrictions leads to an inherent instability. We confirmed reports of a Human sprite that did not follow that species' rules of self-propagation. It was indeed triggered by the God program, which now seems to be smart enough to cheat at the game. This rogue human started out at level 99 with game-breaking levels of charm and charisma. Worse, it had exclusive access to key God functions such as "matter_change" and "zeropointgravity." Interestingly it was not created with many hit points and was soon dispatched by a subset of Humans particularly resistant to major global changes. We have decided not to interfere as the ongoing effects of this unexpected occurrence are of scientific interest.

    -The previous issue comes on the heels of another God program malfunction which severely impacted the Human variable "max_life_expectancy." Currently, most Human sprites last on the average of 35 years. However, the Adaptive Human AI is slowly rebuilding the routines that govern this variable on its own - proving, at least for now, that bit of code is working as expected. Why the God program continually alternates between creating and destroying Life objects is under investigation. We cannot at this time remove God as it still handles many compatibility hacks and besides, how else were we supposed to build Stonehenge? It is also the major influence behind the Egyptian class building those giant pyramids, which are admittedly very cool.

    -An unexpected behavior of the Adaptive Human AI has caused the Calendar system to reset to zero. That is, 1. It can't decide.

    -There is a curious adaptation in all known Human objects regarding proximity to the equator. As exposure to sunlight increases, there is a marked genetic change in the production of pigments. This results in equatorial Humans becoming unusually dark, and polar Humans turning a sickly white. While unintentional, everyone at the office loves it and so it will stay in.

    Bugfixes:

    -The Relativity factor of Universe was corrected slightly to remove a bug where objects at great distance appeared older than Universe itself. This fix is transparent as all Earth-based AI is not yet aware of relativity.

    -Regarding the Egyptian class, we removed a bug where, in the event of death, the Human was turned transparent and shot very quickly into the sky under the right circumstances. Nobody likes superbouncers, folks. How they even found this bug baffles the entire physics team. Who knows what they were aiming at, either.. Somewhere around Alpha Draconis, apparently.

    -Somebody drew a giant penis using mountains near the South Caucasus. We first apologize to anyone who noticed this. A flood was triggered in that area to deform the shape into something less offensive. Total downtime for that area was 972 hours. Although most objects from the family 'Life' were destroyed in the process, we now have a curious overabundance of Ducks.

    Additions:

    -Switched to a new rendering system. We now account for the wavelengths of visible radiation with our new Color Shader. The good news is it is very efficient. The bad news is it caused a minor global freakout when it was activated. This has taught us to make such changes more slowly -- and may push back the planned increase in resolution until year 1009.

    -The Roman class has been given an intelligence increase. They still like to fight lions and other stupid shit, but at least now they can develop Bronze tools to defend themselves during wartime instead of borrowing last-generation technology from surrounding cultures. We will be monitoring this change closely to avoid overpowering the class.

    Subtractions:

    -There was a serious issue concerning a group of Humans in the Atlantic finding a loophole in the evolution system. These Humans skipped right past the nuclear age and landed at level 21. We made a decisive move to just remove the Continent object "Atlantis" entirely. It was a quick and dirty fix, and we are investigating the activity logs to determine why it happened. Apologies to anyone who had money bet on their Olympic teams this year.

    *//

  • //THE WORLD

    //IN CONSTRUCT EVENTS

    =Include event sheet "Time"

    =Include event sheet "Space"

    =Include event sheet "Mass and Gravity"

    =Include event sheet "Physics (newtonian)"

    =Include event sheet "Physics (atomic)"

    =Include event sheet "Physics (string theory 0.4beta)"

    //Resolve all major crashes

    =Include event sheet "God 54.1beta_unstable"

    //Begin program

    +Start of Layout

    -Set Universe animation to "splodey"

    //Expansion

    +Always

    -Set WindowSize.XY + ((72 * timedelta) * globalmeasurement.megaparsec)

    //Make Universe and its container objects physical, set rules of interaction

    +Program tick == 1

    -Set Universe.XY to 0

    +Star.fusionreaction == 1

    -Create Radiation at 0,0 from star

    -Set Radiation.wavelength to Star.intensity + random(10^6)

    -Set Radiation.angleXYZ to random(360)

    -Set Radiation.speed to 299792458*timedelta

    +Timer == 10700000 years

    +Planet.star == "Sol"

    +Planet.number ==3

    -Set Planet.name to "Earth"

    -Create new Amino Acid at Earth 0,0

    //Begin life with God command as workaround for not having written that law in the physics engine yet

    +Always

    +For each family "Life"

    -Function God.evolution

    +Timer is greater than 14999900000 years

    +Primate.level == 99

    +Perform once while true

    -Create Human at Primate 0,0

    -Set Human.freewill to 1

    =Include event sheet "Adaptive Human AI"

    //More to come soon. I'm very tired and obviously bored.

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CaptainOblivious

Member since 14 Mar, 2008

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