scidave's Recent Forum Activity

  • Im not sure about ur second question.

    I was just pointing out that you need to understand the events I added (that check X and Y) to fully solve your problem. Take some time to experiment with the tutorials and read the wiki. If you get stuck down the road then I'm sure someone here will be happy to help!

  • This sounds like a good problem for you to troubleshoot. Here are some tips/questions to help you out.

    1. What is the X and Y coordinate of the gem in the secret room? What is the X and Y coordinate of the gem in layout 5? Are they the same?

    2. What mechanism is used to determine if a gem should be destroyed? Can you think of a better way? For example, would using the UID of the object work? Would using the Layout of the object help to solve the problem?

    Once you answer these then you should be able to fix it.

  • I updated the .cap to show the changes. It seems that the array must exist in all levels the player walks through. This is kinda a "bug" in Construct since the array should be global to begin with and exists in all layouts.....

    Also the X will hold the destroyed items for all gems in all layouts. Because of this, the X should be a value higher than the sum of all gems. Another option is to have an array per layout (but still global). Then the X value could be smaller.

    http://www.box.net/shared/j83ip3ou6i

    I thought it would be easier since its been done in Metroid

    It's amazing just how complex the code for simple looking games can be.

  • I see what you mean. You need to do two things:

    1. In layout 5 there is an array "destroyed things". Change the X value from 20 to whatever value you think is needed to hold the gems and other items you will destroy. I put it at 50.

    2. Copy the array to all layouts that have gems or other destroyable items in them.

    That's it. Then it will work.

    If you want to add things like the wall to stay destroyed then just add the wall sprite to the destroyed family and add it to the destroyed array... like I did with the gems.

  • Amazing!

  • I'm making an RPG with construct

    Can't wait to see it. I haven't seen a RPG with construct yet so it will be really cool to see what people have worked up.

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  • Of course, the other theory is that we are too lazy.

    Yes, or too busy. I think for the most part Construct is stable in regards to basic stuff so we could probably add some more there, but yeah a polished FAQ would be well timed for the 1.0 RC. It is amazing how time consuming even simple documentation is.

    If only I could get paid to write a manual...

  • Thanks man. Im still new so im learning.

    No problem at all. This isn't the easiest problem to solve. I couldn't quite understand what you were trying to explain in your last post. Could you please try to explain it again and post a .cap so I can see what you mean?

  • >>but im finding it hard to find the basic things i need.

    100% agree. We could really use some basic examples of how to do basic stuff with loops, events, etc... The current problem is that the same types of things are answered over and over again in the forumns, but are never put into a resonable form in the Wiki. For example, there are lots of great examples of how to use the particle object, but no one bothered to make a Wiki entry for it. ????

    Same goes with Events and Else conditions. Someone did a great post on it, but that isn't in the wiki (to my knowledge).

    I was hoping to try to put a few things together just as you described, but there are many here that could do even better than me. We need many people to help with documentation. After all this is a community effort!!

  • You might have already solved this.... There are many ways to do this and SSG and Quazi have pointed out some good ways...

    Some things to keep in mind:

    1. When you physically place a items on a layout, even if you destroy it it will be recreated when you re-enter the layout.

    2. Your player is not global so any private variables for him will only be useful in that layout.

    I implemented something similar to what SSG was referring to for this. I used the X and Y location of the object, but you could do it several other ways. You use a global array to store the xandy location of the objects that have been detroyed and then on the start of layout redestroy them. You should add more meaningful names to your event sheets and layouts. Let me know if you have any questions.

    .cap here: http://www.box.net/shared/j83ip3ou6i

    I used 0.99.5 for this so you will need to upgrade to the latest version of Construct http://sourceforge.net/projects/construct/ to try it out or see below (added to Cavegems event sheet):

    <img src="http://i37.tinypic.com/289j13r.jpg">

  • I jumped on the platform a bunch of times and never fell off or fell through..... I'm using version 0.99.5.

  • I had trouble figuring this out at first, but then fired up your game in the debugger to see what was going on. On startup, I see that 1 instance of Charlie sprite is created, but no instances of Charlie_Gun is created. That is because Charlie is in a container with the player (red square), but Charlie_Gun is not.

    So the solution is to add Charlier_Gun to the player container. And everything works!!! you still need to fix some shooting issues, but the game is looking good!!

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scidave

Member since 4 Jul, 2009

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