Mulkaccino's Recent Forum Activity

  • Deleted a PV which caused an event to begin with an OR statement. However, the event was in a group that was marked "Disable By Default."

    Is this something I should add to the bug tracker?

  • Hello all

    My names Christian, originally from Southern California but I'm living in Korea right now. I've been designing levels and maps on paper since I was 6 years old, and I got into gaming originally on a Atari 600XL (Jumpman Jr and Miner 2049er were my favorites!). I owned most the of the 8 and 16 bit systems and was a big Playstation head. I still love modern games but feel they lack the charm and entertainment value of many older games. My favorite genre is brawlers and I'm a big fan of Double Dragon II and Streets of Rage (especially the remake that was put out). I'm really happy about the reemergence of 2D games in the market, and am filled with glee when I hear a young person confess their like of 2D games.

    I got into game design on a TI-89 caclulator. I made a simple game of snake. To date it's the only game I've completed. My passion is level design, which I got into with Excitebike for the NES and a n architecture program for an old Apple IIe. My heyday was creating levels for Medal Of Honor: Allied assault for the PC. The levels I created were gimmicky and never really achieved acclaim, but they were praised for being fun and original. I'm still very proud of those levels!

    I don't remember where I found out about Construct, but I'm happy I did. It's by far the most fun I've had creating games in my life. I spend most of my free time at my computer doing something or other with Construct.

    I hope to leave this community better than I found it. Once I gain more confidence in Construct's workings, I'd love to help add to the wiki and create tutorials so others have an easier time getting into Construct.

    I'd like to say thanks to all the Construct developers and supporters for creating, and sticking with, such a great product and making in free and open source for us plebeians. I'd also like to thank all the members of this forum who have helped me, and those who I will undoubtedly call on in the future. Please bare with this crazy designer!

  • I was trying to reproduce my problem again and was having trouble doing so as well. I went back into a old copy of my game and realized that the spider hit box that was always set to the spider was mistakenly in the family bugs, causing the on collision to occur all the time.

    My mistake. Sorry to throw you guys for a loop

  • Players are constrained to the screen in the methods that Lucid and Davioware suggested and it works great. Everything is working great except one thing:

    The camera is set to always be at an average X point between all active characters. If playerA is on the edge of the screen and playerB or playerC moves the other direction the camera gets pulled towards the playerB/C. Since this forces playerA off screen, the player constrain code kicks in and moves playerA back on screen. Visually, it looks like the camera is sliding player until playerB or C hits the opposite side of the screen.

    Tried setting up a check where if any player were on the edge of the screen the camera wouldn't move, but that didn't work because then any player could hold against the edge of the screen to prevent the cam from moving.

    Tried doing the same but making it to the camera could only move in the direction of the constrain player but my results were extremely jerky.

    I've been working on this problem almost exclusively for the past 4 days and haven't be able to think up a acceptable solution. Looking for a little help

    caps at mediafire:http://www.mediafire.com/?gntyimzzyto and rapidshare:http://rapidshare.com/files/299906295/Help02.cap.html

  • Thanks for the quick reply. Works perfectly.

    Sorry for asking a question that's been answered many times before

    The condition here is "Sprite is overlapping another object" but logically, I think, "There is no other object!" So I'm curious as to what example is happening inside of Construct. Construct is usually very transparent (which is why it's so easy to use), but this one has me a little puzzled.

  • Here's what I have:

    Spider is in Family Bugs. I want Splatter to spawn only when the the Spider is destroyed and is overlapping anything in the Family Bugs. However, even if the Spider is alone, it still spawns Splatter. Is this because Construct reads the Spider as overlapping itself (because it's in the Family Bugs)? Is there a simple way around this?

    Here is my code

    [Condition]When Spider Life=0:[Event] Destroy Spider

    [Sub-condition]If Spider overlaps Bugs:[Event] spawn Splatter

    Thanks in advanced!

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  • Here's a cap.

    3 player, 3 character game with character selector

    http://rapidshare.com/files/298210349/HELP01.cap.html

    Sorry it's at rapidshare but I don't know what the next best thing is besides DropBox (which doesn't work at my location, both uploading and downloading).

  • Thanks for your detailed description. It makes sense to me now.

    I have a 3 player platform game with three types of characters (A, B, C). In the player selection screen, when a player selects a character (say player 3 selects B), a global variable called BPlayerNum is set to 3.

    Then, in game, all actions for player type C has the input set to Player global('C')

    Which works great. The problem is setting the characters animation to the player sprite with the platform animation which happens every tick (always condition).

    I was trying to avoid having 9 conditions in the always condition through my entire game:

    If APlayerNum=1 then set A's animations to Player1

    If APlayerNum=2 then set A's animations to Player2

    If APlayerNum=3 then set A's animations to Player3

    If BPlayerNum=1 then set B's animations to Player1

    If BPlayerNum=2 then set B's animations to Player2

    If BPlayerNum=3 then set B's animations to Player3

    If CPlayerNum=1 then set C's animations to Player1

    If CPlayerNum=2 then set C's animations to Player2

    If CPlayerNum=3 then set C's animations to Player3

    I'm trying to make a .cap right now to make my explanation more clear.

    I'm trying to be a more elegant coder. Right now I use brute force way to much

  • I'm trying to set an X coordinate using a private variable call:

    Sex X || player1.X

    Since my game can have a few players whose player numbers are set to global variables, and I didn't want to constantly set code for all of them I tried to trick the system with something like this:

    Set X || "player"&global('XYZ')&".X"

    which didn't work so I tried

    Set X || str("player"&global('XYZ')&".X")

    which still resulted in nothing. So I'm left to assume "player1.X" is not a string but something else. And I'm also assuming that I can't trick Construct into thinking a returned string "playerXYZ.X" is the same as typing in playerXYZ.X

    (much to my chagrin )

    If you need a .cap I can whip one up, but it'll have to be through rapidshare because I can't access getdropbox through my DNS (much to my chagrin... again )

  • Awesome. Thanks everyone for your input! Hope to get it working as soon as some othe rnagging problems go away

  • Got the plugin up and running, and it's great. Thanks linkman!

    I actually am setting the camera between three objects. Since the there is no "Follow Between 3+ Objects" I simple set an invisible sprite to always be between the three objects and set the camera to always follow the invisible sprite. That's my best solution if anyone else runs into a similar problem

    Simplified code would be something like:

    Start of Layout

    Create object: camPoint

    Advance Camera: Create camera "Main" at camPoint.X, camPoint.Y

    Always

    camPoint: set position to ((object1.X+object2.X+object3.X)/numberOfObjects), ((object1.Y+object2.Y+object3.Y)/numberOfObjects)

    Advanced Camera: Camera "Main": Follow camPoint

    If there is a system expression for average, some please tell me! I don't see it in the wiki.

  • I'm having a "Doh" moment right now so please excuse my use of the no-question-is-a-stupid-question card. I have a camera set up to always focus on the center point between 3 players with platform behavior in a side-scrolling shooter game. So:

    How do I prevent players from leaving the edge of the screen?

    This is driving me crazy because it seems so simple yet I can't figure it out.

    .cap on request; it's a little big.

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Mulkaccino

Member since 21 Sep, 2009

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