Stargoat's Recent Forum Activity

  • You can use Custom Movement's collision checking... (maybe custom movement's "push out" controls hold the key you're looking for?)

    Also, setting "object type to avoid" in RTS behaviour, with the object to avoid being the object its-self might give you a "good enough" result.

  • Huh. Didn't know that.

  • No problem mang.

  • Using the "Image Manipulator" plugin, simply run an event such as this...

    + System: Start of layout
    -> ImageManipulator: Load image AppPath+"newpic.png"
    -> ImageManipulator: Copy image to sprite Sprite 
    [/code:cfnd60wr]
    
    That will replace the sprite with the picture in the specified folder ("AppPath" means look in the .exe or .cap's folder).
    
    Hope that helps.
  • Could probably do that using the "date" object. I don't think there's an explicit "seconds since x", but if you hold the year, month, day etc. in a file on closing, you could probably compare those values against the current on opening.

  • Well, every object is "global" in construct, specificically identifying one as such just gives it properties of persistance throughout layouts, at runtime.

  • I know it's possible to copy and paste objects from one sheet to another, but it would facilitate operations if you could either drag them down from the object folder in the project bar, or have an option in the object bar to switch between the objects native to different layouts.

    Not strictly necessary, but maybe something to consider.

    Also, it seems a bit strange that the family manager does not have an option to include new family definitions not set beforehand.

  • It seems to work if you put the "bird_area" into container with "bird". You can also remove the event that spawns "bird_area", since it already gets created with "bird".

    Yep, this works.

    Containers are something that you should learn the function of.

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  • If you want simple back and forth stuff, then you don't really need paths. There's a Sine behavior that you can use to make things move back and forth, or up and down repeatedly. If you want more complicated movement then you can fake paths by telling objects to move to certain coordinates, and when they reach those coordinates to start moving to new coordinates, etc.

    More complex enemy behaviour can be achieved with the timeline object, or with timers and other conditions. It can be a little tricky to get down, but with a bit of work, you can get some quite dynamic and interesting behaviour. It's obviously not quite as easy as drawing the enemy walk path like in KnP (haven't used MMF, maybe it's similar?).

  • No, this calls for the ... DUEL!

    What, like a game-off?

    I'm game.

    ...

    I mean, bring it on.

  • Hold on, who's Stardog? I feel like my territory is being invaded here.

  • Just had another look at the .cap. Pairing the pedestrian and their clothes and then changing...

    + MouseKeyboard: Key P is down
    -> System: Create object NPCPedestrian on layer "Gameplay" at (MouseX, 1061)
    -> System: Create object PRE_HatGenerator on layer "Gameplay" at (0, 0)
    -> System: Create object PRE_ShirtGenerator on layer "Gameplay" at (0, 0)
    -> PRE_HatGenerator: Set 'PRE_HatRoll' to random(PRE_HatGenerator.GetAnimationFrameCount)
    -> PRE_HatGenerator: Set animation frame to PRE_HatGenerator.Value('PRE_HatRoll')
    -> NPCPedestrian: Set speed to 60 - random(30)
    -> MageDeathbeam: Place in front of NPCPedestrian 
    -> PRE_ShirtGenerator: Set filter to RGB(random(256) -50,random(256) - 50,random(256) - 50)
    [/code:l051qzjt]
    
    to
    
    [code:l051qzjt]+ MouseKeyboard: Key P is down
    -> System: Create object NPCPedestrian on layer "Gameplay" at (MouseX, 1061)
    -> PRE_HatGenerator: Set 'PRE_HatRoll' to random(PRE_HatGenerator.GetAnimationFrameCount)
    -> PRE_HatGenerator: Set animation frame to PRE_HatGenerator.Value('PRE_HatRoll')
    -> NPCPedestrian: Set speed to 60 - random(30)
    -> MageDeathbeam: Place in front of NPCPedestrian 
    -> PRE_ShirtGenerator: Set filter to RGB(random(256) -50,random(256) - 50,random(256) - 50)
    [/code:l051qzjt]
    
    Seems to work perfectly, as far as I can tell. Lots of pedestrians spawn, but they did so in the un-modified .cap, so I assume that's how it's supposed to be.
    
    Just one other thing I'll point out... I checked the unlimited FPS for that layout, and I got but 100 frames a second. Considering my computer isn't terrible, that's getting pretty close to what I'd consider as the lower limit to the FPS you'd want to get. Might want to look into the efficiency of the .cap... in particular, you're using a lot of shader effects that might not be adding that much to the experience, but are still taking a massive toll on the video card.
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Stargoat

Member since 8 Jul, 2009

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