akaja's Recent Forum Activity

  • First, look here: stackoverflow.com/questions/5618962/twirl-and-pinch-effect-to-images-image-distortion-algorithm

    See the images of twirl and pinch? If I want to achieve such effect in real time in Construct, how can I do it?

  • I see.

    One more question:

    <font face="Courier New, Courier, mono">

    if (MouseKeyboard.KeyDown(19)):

         System.Create("Shot", 1, MouseKeyboard.AbsMouseX, MouseKeyboard.AbsMouseY );

         Shot.Angle = 270;

    elif (MouseKeyboard.KeyDown(20)):

         System.Create("Shot", 1, MouseKeyboard.AbsMouseX, MouseKeyboard.AbsMouseY );

         Shot.Angle = 90;

    </font>

    How can I refer to the objects in Python script? The above code gives me error. If you put this code in, sometimes, one random Shot will change angle.

    This is picking problem again. How can I refer to the Shot that has just been recently created in Python code here?

  • Whenever I try to acquire MouseX from MouseKeyboard in an expression, I always get "MouseX is not an expression in MouseKeyboard".

    How can I acquire the position of the mouse?

  • I am trying to create trails with shot objects. The shot objects will have trails behind them. They are basically Sprites, nothing more.

    It works fine with event sheet, but it does not with python script.

    <img src="http://s8.postimage.org/yedo99io5/Trail_Test.png" border="0" />

    If you hold left click, you will have constant stream of shots with trails object. (I use MouseKeyboard.AbsMouseX and MouseKeyboard.AbsMouseY)

    However, if you right click, shot objects will be created via Python script. Yet, the trail objects will not appear from these shots UNLESS the user stop holding the right click.

    What is going on here in Python script?

  • Currently I am having trouble with placing else in the event sheets, especially when I try to connect the else with the right condition.

    For instance, take a look here:

    <font face="Courier New, Courier, mono">

    if (user press Z){

    if (weapon is 1){

        if (user press UP){

          //shoot up

        }else if (user press DOWN){

          //shoot down

        }else{

          //shoot forward

        }

    }else if (weapon is 2){

        if (user press UP){

          //shoot up

        }else{

          //shoot forward

        }

    }

    }</font>

    Something like that. This is just one fraction of something bigger. There are more ELSE but placing these ELSE are quite a pain. It is very hard to snap them in the right places. Are there easier ways to deal with placing ELSE?

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  • Imagine a game where there are 2 teams and these 2 teams have the same properties, like those in RTS. Both teams have the same weapons that can damage each other the same way, etc.

    What kind of approach should I go for if I am going to do this in Construct Classics?

  • You need to be a bit more specific with your requirement there.

    But if it's just a game to be played on one computer only, then I will simply write all of the user information into files.

    When you double-click on any layout, you see Data & Files section? You can use Binary object to write data into the files on your computer.

  • If you want an object to move like that, you might want to go for bullet behavior and set direction and speed.

    Is this what you are asking for?

  • Is it possible to retrieve the speed variables of the Platformer behavior for an object?

  • OK, sorry, I was searching the incorrect word.

    I should search for "Include Event Sheet" instead of "extend". All right.

    This works: scirra.com/manual/82/includes

  • Is there such functionality in Construct?

    For example, in LayoutStage1, I want it to have EventSheetStage1 and during the runtime, either MarioActionEventSheet OR SonicActionEventSheet will be invoked. Something along this line.

    Imagine a stage where you can choose between Sonic and Mario, all of the stage's events will be in EventSheetStage1, while Mario's action will be in MarioActionEventSheet and Sonic's action will be in SonicActionEventSheet.

  • Currently, I am thinking of having a hitbox or a mask for a player character, then having multiple character objects defined. But only the character that the player select will be created at startup of the layout. The variables such as each character's speed, power, etc. will also be transferred to the mask object.

    For the event sheets, all of actions will be there, and will look like this:

    event keyAttack is press,

    • subevent: all character A object, do certain something.
    • subevent: all character B object, do certain something.
    • subevent: all character C object, do certain something.

    This is what I have in mind, but I want to hear from the community regarding this problem as well.

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akaja

Member since 10 Mar, 2011

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