Steven's Recent Forum Activity

  • When I saw this thread come up again I thought I would add the list program I found some time ago, and I see others have added some aswell!

    I must say though that this one is quite nice, has helped me organise my project better.

    http://www.dextronet.com/task-list-guru

  • You could use layers and Lucids new addition to the platform behaviour 'add/remove object to ignore list'

    So all the miners on the back layer would be working with a check for what layer they are on, and then adding all the collisions objects on other layers to the ignore list. And the same over for the other groups of people.

  • Ok so I have figured out what I was doing wrong thanks to the tips from you chaps. I was using the wrong action. My values were more often than not decimals, and so I needed to use float.

    I think that float is for decimal stuff right? I have a vague knowledge of value, string, float terms.

  • I wonder why it is not working under value. Either way, cheers for the help! It is terribly frustrating having to give up on something simple when I have to go to work the next day and won't be able to work on it.

  • I can't seem to get INI to accept a value from a global variable. I am quite tired and frustrated so there is every chance I am doing something wrong, but if anyone could test it to see if it is just me being an idiot, or make an example I would appreciate it.

    I have tested it by making a new global variable, setting its value by key presses, and then 'writing' this 'value' to a new 'group' and 'item' within the INI. The new 'group' and 'item' are created within the INI, but the value is ALWAYS 0. I am baffled.

    I have tried with and without "question marks". That usually gets me. I have tried 'start of layout' 'value is different to other value' 'end of layout' 'ALWAYS' etc

    Nothing I have tried will write the global variable to the INI file.

    I am very tired. Thank you for any help chaps, goodnight!

  • Thank you for that Newt, definitely some potential there.

  • No you can not add physics to the particles from the particle emitter. They don't have interaction with anything as far as I know.

    So, there are two ways around this, one, careful control of particle emitter properties, rates, angles, timeouts etc.

    Secondly you can whip up your own particle system. The use of physics should infact make this a little bit easier.

    Edit- Do you want to make water using physics particles? If you search for Quaziblobs you will find one technique that could work with some refinement.

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  • I had no idea there was a non layout, but with that info R0J0hound, I recalled how to get them. Click the ground sprite in the object bar so that they are all selected, grab one and drag it onto the layer 1, hey presto all the objects are now back on the correct layer.

  • Ok chap, I am not sure what is going on, but the problem is to do with the orange "ground" sprite.

    You have up to 15 instances of each ground section layered on top of itself. If you select "ground" from the object folder so all instances are selected, delete it, create a new sprite for the ground you will find it works fine.

    Perhaps you have resized the display at some stage, moved ground objects off screen somewhere( if you zoom back you will see stacks of objects off the right of the level, and when you delete all visible instances of the ground sprite from the level there is still 6 instances in the debug menu.

    Not the best solution I know. Would pay to try and organise things a little more carefully, name sprite, place them in specific zones outside the layout, keep tabs on how many are in the layout etc.

    Edit - The 6 "ground" objects are there, they are definitely the problem but I cannot get them to be visible, or selectable or anything like that.

  • There really is not much that anyone can do with such limited information chap! If you can post a .cap I am sure someone here will be able to sort it out.

  • Sweet, good to hear Rogerty, it is amazing what a little time away from the problem can do.

  • [ADD]Platform: new actions to ignore object types - allows you to ignore specific platforms and solids to more easily create stairs, elevators, ghosts, etc(lucid)

    This has had a major effect on my game. I have been pondering a particular problem and potential solutions for a long time, not really wanting to open the can of worms and this had it solved in 2 minutes. Cheers Lucid!

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Steven

Member since 18 Mar, 2009

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