Gropwel's Recent Forum Activity

  • Just a quick post before I go and do that to give all my thanks to you Tulamide, and of course to the community. You've always been incredibly generous of your time and knowledge which to me are pretty much the most valuable virtues. Sorry, had a rough day today, need to share positive vibes. ^^

    You'll have a spot in my team's credits if it's ok with you.

    Damn construct is the bomb.

  • OMG I actually found a way but it's so archaic!

    this is insane...

    Creating and destroying objects seems the only way on the fly of forcing them to use their own pv's.

    Can't imagine how I can use such a process for my animations tho...

  • Yes I already tried it and unfortunately it gives the same result. Works fine with one platform, but weird things happen with two or more.

    I would jump on the first platform then on the second but as soon as I touch the second it dissapears.

    I use debug texts to display the variables, I don't know if it's any indicatives but the value displayed is always the one of the first instance created, it'll never update if I touch another instance.

    Here's how I did it

    It's scary because that's how I intended to manage delays for the character animation's timing. She's getting annoyed that all of her animations are being interrupted all the time. XD :(

    Thanks again!

  • Here.s what I tried so far

    With private timer

    With function delays

  • yes that method works fine for one plateform, but when you have multiple platforms they all seem to share the same private variable (timer) They can't just obey their own private timer, they'll all refer to the one of the first created instance, even if I use conditions like "pick closest" and such.

    It seems to work if the execution is "destroy" but not if it's "make invisible" and "disable collision"

    It says your file was saved with a newer version of construct? r1.2 is the latest version is it not?

    Thanks a lot for your time! I'm still searching...

  • found the timer behavior that you can apply an object but it doesn't seem to handle more than one timer. feels like bugs to me.

    If I execute a second timer when the first one is over, the game just crashes

    tried many other configurations but any timer that isn't the first one seems to be considered completed at the start.

    I simply want to make a platform that dissapear then reapear after a short while... spent all day trying to do that. XD oh well, going off to bed

    sorry for the spam!

    cheers!

  • in fact both methods creates the same annoying result, even with the variable incrementation method, all instances seem to share the private value of the first platform that's been touched...

    even if I specify that with every touch, reset your own timer to zero!

    so there is clearly something I don't get with how construct selects instances and just how private those variables really are

  • hi all!

    wait timer works nicely but it seems whenever I put one in the execution the script just "forgets" which object it was applied to and applies the script to ALL object.

    Say for a on/off platform gameplay object;

    on collision

    wait timer 1000ms

    make invisible and disable collision

    it does all that to all instances of the objects so all platforms dissapear...

    but without the timer the private selection works just fine...

    thank you very much!

  • can't you already export html 5 with flash CS5?

    http://news.softpedia.com/news/Adobe-Flash-CS5-Can-Export-to-HTML5-Canvas-139597.shtml

    cause that would be very interesting...

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  • hmmm that's really cool. never thought you'd need one hash table per group, I though just one could include all this.

    From what I tried, the mysterious panel size parameters seems to control a vertical scaling factor and some extra space at the bottom.

    Best hash table tutorial ever now! never thought I would embark myself on something so complicated by basing my game on menus... I thought quite the opposite in deed...

    Yes of course it's PixelRebirth's call to do whatever he judges best with it.

    thanks a lot kyatric, you just pwn.

  • My lecturer said that designers tend to either come from the artist side or the programming side, and work their way through to being designers. Is this true?

    And if so, what angle did you come from?

    He also mentioned that it's possible to move in from testing, sound, marketing or business, but it's done very rarely.

    Hmm it certainly appears that way now that I think about it, I saw designers coming from ALL imaginable areas, testers, business men, metal musicians, doctors, soldiers, stunt men, cooks, dynamite engineering, haha! But that was another era, now you can study video game.

    But definitely everyone is either more rational or emotional. I've been an artist all my life, selling paintings and playing guitar since I was 9, started out as a cg artist and amateur animateur, but it quickly changed once I entered the industry. I since became more and more interested in design and sciences so I dedicated everything to that ever since, mainly due to relationships with so many great people.

    Gropwel, did you create levels in the Quake/Duke Nukem era as a hobby?

    First mod I did is to redraw every sprites of Sim City 2000 to make it look like an ugly rainbow version of Moonside, in Earthbound. I just loved the pixel art. :D

  • Hey this should be fun, :)

    I found that awesome .cap file made by PixelRebirth about creating a scrollable menu to cast spells like a classic RPG game.

    I studied that beast for days and nights trying to figure all that jazz and create my own and use it for other stuff because I think it's quite a key pillar for my game.

    So in a final effort I tried to comment every events he created, explaining to a non programmer how I think it's actually working out, basically talking to myself.

    So who's willing to take a look at the comments, and tell me if I get it a bit?

    http://dl.dropbox.com/u/38319441/Spelly_commented.rar

    Maybe it can improve the .cap file to the rank of tutorial for others...

    Well, thanks and good night now!

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Gropwel

Member since 24 Dec, 2010

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