Steven's Recent Forum Activity

  • Saint11, I don't know how much help this will be, but it is known that the transitions are buggy, and some tests I did with transitions at the beginning of my current project, they can and often do have an effect on events running at the start of layouts.

  • Think about when your game is on someone elses computer, in a different folder, on a different drive.

  • The platform behaviour does have some sort of frame rate bug in it. I have posted a bug report on it a month or two ago.

  • The quick save/load doesn't work well with behaviours etc. You will probably have to find a way around using quick save/load.

    Do a search for INI. Quite easy to use once you get it working, you can set up check points and level saving very easily and save it to the INI file.

  • A handy tip for making toggling variables.

    On key "L" pressed -set Car.value('Lights') to 1-Car.value('Lights')

  • Hey lads.

    I constantly have trouble in the event editor selecting/deselecting events and so on, and to me, quick edit seems to add another troublesome layer to the process.

    When working in the event editor, quick edit can open unexpectedly in the middle of moving events or copying etc and bad things can happen. In trying to deselect the quick edit, perhaps you hit new event/action, and it can cause construct to crash.

    It seems like a unnecessary complication, on top of it causing event sheet mishaps and awkwardness, my actions are more often than not much longer than the quick edit will fit...

    In the build up to 1.0 I think it could be beneficial to the stability and functionality of Construct to disable this function entirely.

  • Could you add a link to the plug in please chap.

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  • Is there anyway you could incorporate both movements into one block of code, that references the respective players? Or perhaps use a family?

  • Have a look at your zoom level, I know I have some weird movement from sprites if the zoom level is not 100%

  • Oh dear, now I look like an idiot. I didn't look for the controls until after I had downloaded it, and gamejolt uses a second page for the downloads...that doesn't have a description.

    The few minutes I have played(with this new knowledge) have been far far more enjoyable than the previous experience. I will try to play some more tonight after work.

  • First thing to check is if you have the event sheet added to the layout. Then make sure nothing in the layout has "Center view on me" ticked. If it is only following some directions it might be because you need to set up the same thing but for the Y axis.

    Scroll to X "ScoutCOL".X" If this is how it is in your events you might want to look at taking the " out, i.e, ScoutCOL.X.

    That is all I can think of off the top of my head.

    Setting up the other things will take a bit of effort, but will be achievable within the standard events. Have a look into private variables to keep track of situations so you can assign animations to them.

  • So far I have figured out X is drop a time bomb, and C is jump. I have no idea what the rules of the game are. None at all. Sometimes the bomb detonates a small area, sometimes the entire chain of blocks explodes.

    I think it would have been better to leave the release until after Christmas so you could put some documentation in there.

    Edit - Wooden crates explode and destroy other blocks(At least it looks that way). The alpha level was all I had played before and even with this new found information I have no idea what to do. Also, can you do anything to restart a level after you have lost aside from exit to the menu? Especially bothersome as you have mouse controls in the menu but not in the game, so every time I die(which is a drawn out process, when all of the blocks explode and I am left falling from the sky until the final explosion arrives) I have to switch back to the mouse to get back into the game. I know I know, alpha release, but it is still really annoying. The game looks very nice mind you. Graphics are clean and cute.

    Edit 2- Ok, it seems falling off the bottom of the screen is a feature and not death.

    Edit 3- A feature that doesn't progress the game. So maybe it is in fact death of some sort.

    I will try it again when there are some controls and rules posted.

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Steven

Member since 18 Mar, 2009

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