akaja's Recent Forum Activity

  • In a game, like Super Smash Brawl, where you can select and control many characters, how should I design my event sheets for having multiple characters who share the same basic controls? For instance, all of them can move around and jump, sharing the same basic movement. This is clearly a call for platformer behavior. But what about other actions, for instance, like in Super Smash Brawl, we have Mario's action set, Link's action set, Sonic's action set, etc. All of these trigger different things.

    Back in the old days, I would go to see some possibilities of appropriate design pattern, but now, with Construct, I am not sure the appropriate design pattern for event sheets in this case. If I am going to do something along the line like multiple characters in Super Smash Brawl, how should I approach this problem?

  • Wowzer. Now, I feel so stupid. Thank for the quick reply, sir. ^_^

  • Talking about the animation frame speed for tiles, I see that scirra.com/tutorials/253/how-to-make-a-platform-game/page-2 is for Construct 2, but for Construct 1, normally how can we do this?

    How to set all frame speed (for a sprite that used tiles) to 0? Because every time I set it to 0, it always bounce back to the previous value. Any other value is fine, but not 0.

    If this isn't the way to go,

    How do we do this in Construct Classics? How can we create only one object that has many frames but frame speed is 0?

  • I used a laptop with secondary display attached to it when at home. Construct 2 works fine with 2 screens, however, there is a problem:

    The program remembers the position of sub-windows such as "Add Event" and "Insert New Object". This is fine unless you have these windows on the secondary display and you removed the secondary display and whenever you request for these sub-windows, Construct 2's main window will appear as it has frozen (but not gray out) and you cannot interact with it at all. In the task manager, the program is still considered "responding", because the sub-windows' positions are off-screen. To fix this, I have to reconnect the secondary display, and drag these sub-windows back.

    It's true that some other programs have this problem, and sometimes this trick works fine. But it does not work with Construct 2's sub-windows. Also, alt+tab does not display these sub-windows.

    As of the current version, in this situation, without a secondary display, is it possible to drag these sub-windows back? If not, then could you please fix this? :)

    Keep up the good work sir. :)

  • I used to write my own C++ game from scratch, and I used some data structure such as Quadtree, when there are many objects to speed collision checking up.

    So I am wondering, how does Construct 2 manage collision technically?

  • While Construct's powerful features lie in its simplicity in behavior setting, and although defining your own complex behavior is possible, drag and drop, carving for your own behavior, can be a bit of a crawl. If we can have some sort of mechanism that allows us to "create the program" via either "drag or drop" or "writing code" interchangeably, this should provide more productivity.

    I'm impressed with Construct so far, but creating a smarter AI with respect to the game's features via drag and drop take a little too long to implement.

    So this is just my suggestion. Keep up the good work, sir.

  • [quote:28ac4kwz]i never saw any bugs when i had a ton of objects. although it would be nice to see this cap file, instead of having to recreate it ourself

    I do agree with you so here : http://www.megaupload.com/?d=SC04URUZ

    I followed the Ghost Shooter tutorial to about part 3 before doing the basic AI. After that, I add "Right mouse button is down" for spawning monsters.

  • Hi, I am trying to test the performance of Construct 0.99.97, using the Ghost Shooter tutorial. I reduced the size of the monster's sprite to 32 x 32, make the layout 640 x 480, exactly the same as the screen, and turn off collision for player and monster. (or else all monsters will eat the player alive)

    I used a simple event that if I hold the right mouse button, I will spawn a monster in every 2 milliseconds. I am going up to 5000 monsters on the screen at once and the game is still not lagging at all. I'm very impressed. This is something that we can't do in some other Game Creation software.

    But anyway, when there are so many instances, a few things are not right:

    1. The collision between the bullet and monster sometimes do not work. Bullets simply fly over the monsters on some occasions.

    2. When monster is outside the layout, it will move its angle toward the player. This time, I set the monster to rotate 360 degrees toward the player. This makes the monster instantly shift its direction toward the player when it is outside the layout. What is interesting is when there are so many instances, sometimes, these monsters suddenly "jump" to positions near the player and move toward the player instead.

    These two things occur more frequently when I hold down the right button, spawning stream of monsters.

    So from this, I start to worry about having too many instances in a layout, due to this error. Should we do anything about this? I know that most of the time, I won't be hitting more than 1000 instances, but in some rare chances, and just in case, what can we do?

  • I see... so it's not implemented in Construct 2 yet.

  • What am I trying to achieve: If a bullet hits sprite2, all bullets must be destroyed. Here:

    http://img801.imageshack.us/i/forallbulletsdestroy.png/

    But this doesn't work. Normally, if I want to iterate through all instances in Construct, how do I do that?

  • Thanks for the code, R0J0hound. That clears up lots of things. At first, I thought there can only be one condition.

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  • Well, I was looking around for a drag and drop object for "loop" or the like, but I'm a complete newbie in here, and I am not sure which goes where yet. In other words, I don't know how do you do this? I got all the source code in my head, but not sure how to pull it off exactly in Construct 2.

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akaja

Member since 10 Mar, 2011

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