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  • Wow, so much help! Thanks guys

    I do have one more question. Is there somewhere that has some documentation on the picture editor? I know that it's probably not the best for creating anything beyond basic images, but I do have some questions about it nonetheless.

    EDIT: I'm also looking for some information on how to detect things within a circle around an object, and how to find the nearest kind of 'whatever' object.

    Thanks,

    Z

    The picture editor within Construct is basically a slightly fancied-up version of Paint, so I don't think there's really any in-depth documentation for it. You're probably better off using Photoshop (if you can afford it) or Gimp (if you can't) just so that you have things like filters, layers, and all the other features that will help make your graphics look passable.

    As for finding the nearest "whatever" it's a lot easier than you'd think. Just make a new condition, the base object is your "whatever" (and that can even be a family, if you're using them!), and give the coordinates you're searching from (likely the X and Y of the object you're searching near, such as your carrier in this example). And, as Oko indicated, you can use Distance to see just how far away that thing is, so if that's outside the radius you'd like to use you can just ignore it altogether.

    P.S. Sorry if my solution to your original problem was a little lengthy; I wanted it to give a half-decent graphical representation of what was going on behind the scenes, hence all the text boxes and so forth. There are slightly better, if less intuitive ways to do it, and I tend to err on the side of verbosity when making things for other people's benefit. Too many years of writing C++, I think

  • Great program by the way, doesn't help much with learning how to code your own game, if you can't see the code, but it's very nice and easy and fast to get into.

    It's open-source That means a bit of a steeper learning curve, most likely, but it's all there. If you want "real" code in your games, there's always XNA, and its tutorials aren't half bad. I think you'll find, though, that learning to script in Construct is a good way to give yourself the majority of the skillset that coding requires.

    And yeah, use two different animation sets. One way would be to change the animation of individual sprites (such that you're seeing a different graphic) while still retaining their same bone structure - assuming that meets your needs, of course. This is similar to what the thread you linked to suggests, although of course it's implementing something entirely different.

    Alternately, you could swap in a whole new character at runtime when needed, but that's a bit tedious if you're dealing with several bones and a whole new set of animations. Or, you could just make it look like you're swapping them out, with a sufficiently clever application of visibility. Either of these will probably meet your needs a little better, since you seem to primarily be looking for different stances on the same character, rather than the same stances on different characters (as the other solution indicates).

    I hope this helps

  • For loops all occur in the same frame.

    What you probably want is to set up a counter variable and initialize it to the number of objects you intend to spawn (10, in your case). Then, just do a check each frame to see if a second has passed, and also if the counter is above zero. If so, decrement the counter and spawn an object.

    This has the added benefit of allowing you to seamlessly start spawning more objects simply by setting the counter to a higher number again.

  • Hard to say what you're looking for, because it's a bit of a broad topic. I made a quick mock-up that might help you out. It literally does nothing but allow you to jump up and down on a platform, so hopefully you can adapt it in a useful way.

    Gravity can be adjusted up and down via the mouse wheel, purely for demonstration purposes. Jumping is "custom" in the sense that you can set a variable to whatever you like, although I made a couple of quick comments in the script on how to achieve something like double-jumping if that's your inclination.

    Probably also helps to mention that I set jumping to the spacebar, as is my personal preference.

  • Try this .cap, and see if it doesn't do what you're looking to do. (please forgive my 30-second placeholder graphics)

  • RTS movement per Zaaephod's request in this thread. Custom gravity and jumping via the custom movement behavior per marche398's request in this thread.

    Not sure if there's a better way to do this. I guess keeping my .cap files to a single thread like this is the way to go here?

  • This is brilliant, thanks!

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  • I'm trying to get clarification on whethere or not the game is available for free play on this site if you win. Or don't win, in which case, it kinda destroys your chances of getting published, or selfpublishing. Id not, I will almost definitely enter

    It looks as though your game will show on the entries page when you submit it. Looking at what's there, those seem to be playable by anyone who feels like clicking on your project. That's a good thing in one sense, because one of the prizes (the $5000) is based on the votes of the community there. On the other hand, it might be wise to put up a version of your game that's not going to lose you any sales later on, but is still good enough to be competitive for their purposes - a hard balance to find!

  • While the prizes have been lower in previous years, many of the higher-ranked games in their other competitions have been made in Game Maker or whatever. It's entirely conceivable that a Construct game could win it.

    There's still about a month and a half to crank out an entry! Good luck to anyone entering.

  • I'm hardly an expert at Construct, but it seems like the easiest workarounds for OR and ELSE would be:

    For OR:

    + System: Always (every tick)

    -> System: Set global variable 'Temp' to 0

    + System: Condition1 Equal to Condition2

    -> System: Set global variable 'Temp' to 1

    + System: Condition1 Equal to Condition3

    -> System: Set global variable 'Temp' to 1

    + System: Is global variable 'Temp' Equal to 1

    -> (Do whatever)

    For ELSE:

    + System: Condition1 Equal to Condition2

    -> (Do whatever)

    + System: [negated] Condition1 Equal to Condition2

    -> (Do whatever)

    Not pretty, but workable. Note that this pseudo-ELSE doesn't work especially well if you change whatever you're testing against before you check against the negated bit. If that's the case, just set up a temporary variable and change it afterward.

  • Ah, simple enough. I guess I figured it was just alphabetical like Visual Studio. Stupid assumption, though.

    Seems to work. Thanks!

  • This is probably an extremely basic question, but I haven't been able to find any information on it in the wiki.

    How can the order of layouts be changed? Which is to say, a game will, when run, start with whatever layout I created first (which in my case is just a level I made to mess around with, and decided to keep). There doesn't appear to be any application property that would affect this, nor is there anything readily obvious in the layouts themselves.

    I'd like to add a menu before my levels (I have 3 levels at present), and I'd like this to be its own layout. Later on, I might want to add a splash screen or title screen before the menu, or I might want to change the order of my levels or insert a level or intermission between two of the others.

    I'm hoping there's an easy way to do all this. It seems simple enough to shove a one-time event in to change layouts to a particular numbered layout on startup, but that means the program is loading a bunch of assets that it doesn't necessarily need up front, which could be a problem later - I don't want to do that if it can be avoided. Renaming layouts doesn't seem to help, either, because they seem to retain their index number based on when they were created.

    Surely I'm just overlooking something, though. Thanks

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