Valis's Recent Forum Activity

  • Here is my modified cap: http://www.box.net/shared/qkv76sc59c

    The '0.9' is the weight of the speed and its impact on the accuracy. Normally I used 0.4 as it looked good and quite 'relisticly' but for your need to observe the effect I upped it. '+5' will give the minimum spread if the speed is close to 0.

  • Particles object that shoot object [tiny ones] with physics behaviour?

    Make the objects solid and give them a collision mask slightly smaller than them self so they will blend together.

    [a wild guess]

  • I think it works, you just do not see the effects cause there are a lot of movement and slugs.

    I have changed in your cap the accuracy calculating to "(Sprite.Value('accuracy') + Chair.value('modifier') )* Chair.Value('speed')"

    and attached the action to the spawn moment of the Slug.

    Now, you can test like this:

    Do not move the cursor: the bullets are fired in one straight line

    Move the cursor next to the soldier and then fire it while moving only vertical. You will see the slugs disperse more.

    You will only have to set the weighting for the speed modifier.

  • Hello.

    I am trying to invoke a chain of actions after I push a button. When the button is pushed I want to call a function that does something [creates objects] and then another action that does something with all the objects created.

    Here is a test cap:

    http://www.box.net/shared/9jhikb4xqm

    Here I simply create 5 objects and then count them and put the number in a message box to the user. The effect now is that the message box counts 0 object for the first time.

    What I want to achieve is to create the objects first and count the objects [do stuff with them] later but as the part of the button clickage.

    How do I do that?

  • Cause it feels wrong to do it via layers. Beside, the modal layout would have many more applications. I will need more than one 'view' in my project that do not destroy the main 'view'. Modal windows would be perfect for it.

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  • Hello.

    I was trying to make a settings panel for my little experiment and got stuck with modal layout. It is said [in the wiki I think] that it is made just for that use and intuitively I would guess how to use it. Unfortunately it is not the case.

    I create and destroy the layouts - ok so far - the problem I have is object placement on them. My text gets displayed at a random coordinates - I have not figured out if they are absolute to the application scroll or layer scroll or whatever - and my edit boxes appear were they should [with is strange as other object dont ]. With a test cap I have observed that the newly created layout does not remember its objects positions correctly [is it a bug? I use construct from sourceforge, the newest one]

    I could not track the problems but I suspect it could have to do something with the layout, application and layer size/scrolling I want to use. I want a big application size with the game view being only a partial look at the 'game board' with the ability of scrolling. On top I put a HUD layer that should not scroll and stay always in the same place for the player. All of it is done now, the problem is to get the modal layout appear with objects in the correct coordinates in front of the player when I hit the settings button on the HUD layer.

    I also have problems with objects being available to my main layout events. Some of them are visible, and some are not to the main layout even editor.

    Having all this trouble with such base Construct concept I am forced to request a tutorial on this

    The wiki could also use some help in this topic. Searched the forums and did not find much on this topic either.

    I know how to make this via layers and making them in/visible but I feel it is not the right way to do it. Modal layouts scream to be used here.

  • Very nice mood there.

    [bardzo mila muza i gwiazdy w tle ]

  • Wolf: I didn't wrote they need, I wrote I did it that way. It is handy for me so the object remembers its parent. I merely suggested it as a good 'coding' practice.

    In the even part the UID stands for any UID of the sprites object. They have to be uniqe so the picking is done right. Unique in the sens that it is right for only the ones you want to pick. You could pick more than one with such 'for each' loop.

    I just thought I would elaborate on your hint as I reckoned it was to short and 3 days ago I wouldn't understand it myself.

  • On creation of a sprite give its private variable an unique ID, I personally use the spawn object UID for that.

    Then do this:

    For each object <your sprite>

    __If sprite private variable is equal <UID you need> -> Do stuff to sprite

    [generally what Mr Wolf wrote]

  • [quote:23r30dlb]It's been requested a lot. In fact, there's another thread about this just a few threads below this one...

    After posting my request I found that thread

    It is more about making the cap file a txt file, what I really want is a way to export at least the evens sheet.

    Well, we will have to wait till C2 is done then.

    Once again, superb program you got there

  • My first week with construct and so far I love it

    What I really miss in it thought is version control compatibility.

    Cap files are neat, seen the use of them here in the forums, but they are binaries so you really cant version it under CVS or SVN. You can not do a simple compare of two files, a feature you could use from time to time.

    What I would wish, would be that the program would have an export function of the whole project to a suitable ASCI file, preferably XML of YAML.

    If this is to hard then at least make the event sheets exportable. I would imagine the import function would get a check mechanism if all objects in the imported XML are present in the project and would give a list of missing ones so the dev can quickly put at least some place-holders for them and test out the mechanics.

    Or maybe I miss something and there is a way of exchanging event sheets between ppl?

    Without version control I cant think of a way to do a serious game involving more than one developer :/

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Valis

Member since 16 Mar, 2010

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