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  • Very nice response. I'll implement that right away.

    Any advice as to my boundary problem?

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  • This next question applies more in game creation in general, rather than to any specific action.

    In gamemaker, your objects were stored in a list, and you could add them to the world freely. However, in construct, is seems to me that if you have an object that isn't created on start up(like a bullet), you must still place it in the layout. Although you can place it outside of the game screen, the object still exists in the game.

    For example, if I have a projectile, and I want to create it from a ship when I hit the space bar, I have to have it created in the layout already, somewhere outside of the game screen. That's all fine and dandy. However, the problem arises when I make something like a homing missile. Even though it's outside of the game screen, it will still enter the game screen and chase down a target as though it had been fired.

    I guess my question is, in simple terms, how do I deactivate objects outside of my game screen so that they do not carry out any actions? Hope my question made at least some sense.

    Edit: Also, I ran into a problem with using solid objects as boundaries.

    Apparently, at corners of the map, where two objects overlap to form a wall, I can move into the corner, and glitch through the boundaries and out of the level. If you don't know what I mean, see for yourself:

    http://www.filedropper.com/wip_1

    In the upper left corner of the screen, check the boundaries, and then try glitching through them. Fairly easy right? How do I fix that?

  • Hmm, thanks for the info on timers.

    I like the idea of placing walls outside the play field, but the things is, I don't even know how to set up impassibility. Like, how do I make a collision event that just prohibits movement. *scratches head*

    I'll keep looking around. Tutorials for construct seem so limited. Good thing the forums are very newb friendly.

    EDIT: Didn't see deadeye's post.

  • Thanks guys, I got my alarms working, and my random numbers.

    Hmmm. What about making a boundary for my level? My plane can fly right off the screen x.x.

    Also, after I add a behavior(such as 8 direction movement) is there a way I can view the behavior as events with conditions and actions, so that I may make changes? Maybe I'm barking up the wrong tree, but I figured there would have to be a way to break a behavior down into its minor parts.

  • I tried this at one point and it did not work.

    Let me try it again, and I'll get back to you.

    EDIT: Hmm, I think it might be working. I'll post if I'm mistaken. In the meantime, what do I type in for x and y values in object creation events to place them at random values. I thought it would be randomx and randomy but I was wrong.

  • Hey everyone, I'm new to Construct, and to game creation in general.

    So I tried gamemaker, and I liked it. I messed around learning the basics, and created a game meant for learning purposes. I then decided to expand my horizons, and downloaded Construct.

    I must say, Construct is awesome. I'm currently learning some basics via tutorials, but I've came across something I don't know how to do. I've been searching the forum, and I can't,for the life of me, figure out how to do what I want to do.

    In gamemaker, there are events called alarms. One can set alarms to a certain duration, and when the alarm's duration expires, actions are carried out. Using this, you can do many things. One of the main things I used it for was delay between firing projectiles.

    In gamamaker, I made an object with a variable "canshoot." On creation, canshoot was set to 1. When I pressed space, it checked to see if canshoot was set to 1, and if it was, it did the three following actions:

    1.) create a projectile

    2.) set canshoot to 0

    3.) set an alarm to a certain duration

    I then had an alarm event that would, when the set duration expired, set canshoot back to 1. This would allow me to shoot a projectile, be unable to shoot for the duration of the alarm while canshoot was at 0, and then be able to shoot again after the alarm duration expired. This kept a delay between each and every shot.

    However, enough about gamemaker. This is a construct forum.

    I can't figure out how to get the same results in construct. There doesn't seem to be an alarm event, or any object types related to time. I can't seem to find anything other than "every x milliseconds" which doesn't produce the same results. I just want to be able to set a timer for a length of time, and upon the time running out, have an action occur. How do I do this in construct?

    I need to make my projectiles fire with delay in between each shot, regardless of whether I'm tapping the key, or holding it down.

    Thanks in advance.

    -Sil

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Silhouette

Member since 31 Dec, 2009

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