vandinz's Recent Forum Activity

  • Same here. Some items in my game are going off the edge and not coming back on the other side. I noticed it when I set the layout to be full screen (scale). If you play the level every so often you can see an enemy sprite just going up (or down) a channel off screen. Weirdly they may suddenly 'jump' on screen for no reason. Hope seeing this might help?

    Using latest build btw (RLS 87)

    http://dl.dropbox.com/u/74633005/ast.capx

  • This is my Asteroids clone I've been working on (with germs rather than Asteroids). Still working out how to do a few things so it's FAR from finished but because of the amount of graphics in the game it takes longer to load than anything I've done before. On that note, can someone tell me how long it took to come on and if you think it's too long?

    If it is I'll have to see about reducing the size.

    WASD to move and left mouse button to fire.

    Thanks.

    http://dl.dropbox.com/u/74633005/Germeroids/index.html

    EDIT* I linked to the wrong version :)

  • I'm creating an Asteroids clone and have an issue with the enemies.

    When an enemy is created it's assigned a random angle. The sprites are set with WRAP so when they go off screen they come back on the other side. Problem is there's space just off screen that is still treated as part of the screen but the enemies aren't visable.

    So, if the enemy is assigned, let say 90 degrees and is in this space off screen, it will continue to wrap around this 'channel' out of view of the player!

    Is there a way to correct this? Can I reduce the size of this channel or is there some other ways to get around the issue.

    Hope I've explained it well enough.

    Here's my CAP. Ignore everything else, I'm learning and already know of better ways to do some of the things I've done but I need to get this right before moving one. Cheers for any help.

    http://www.sendspace.com/file/90vo5q

    The CAP is 24 meg due to graphic animations, sorry about that :)

  • I finally fixed it.

    It stemmed from the fact you must have at least one of each object in the game on the layer at runtime. If you remove it and run the game an error occurs in which it states that this will be fixed in a future update. The sooner the better!

    When I was moving, destroying the object etc. it was working on the wrong one (not the one I created to use, the one that was forced to be placed on the layout in the design).

    :)

  • I've searched for help on this but nothing I've seen works. I was under the impression that everytime a layout is called the 'on start of layout' event is executed? The problem is it doesn't seem to be.

    I've included the cap to my game, it's a simple Asteroids clone (don't laugh at how I've done anything, I'm learning) but my issue is with the GAMEOVER text.

    At the start of the layout I make it invisible. Then, when the players lives reach 0 I make it visible so GAME OVER appears on the screen, wait 10 seconds, make it invisible and take the player back to the TITLE layout. When they click on play game (for the second time, first time around is OK) the GAME OVER is still in the middle of the screen! I've tried destroying it, making it invisible, moving it out of the screen area, nothing will shift it.

    Can anyone see where I'm going wrong?

    Cheers.

    http://www.sendspace.com/file/iyq0cv

  • Great idea! I'll give that a try now. Cheers.

  • I'm stuck!

    I'm making an Asteroids clone and all is going well except I'm not sure on how to check all the asteroids are dead so I can restart the level. Does anyone know of a way to check this? Cheers.

    EDIT* Just pointing out that there are around 6 different objects as Asteroids and several instances of those objects that can be 'alive' at any one time. If it was 1 or 2 things to check the state of I'd be OK, it's the fact there can be so many things to check that's throwing me.

  • Hi, I'm starting an asteroids type game for something to do and I'm wondering if it's possible to have one set of actions and events applied to multiple objects?

    As you know Asteroids has several asteroids on the screen all spinning and moving at various angles. When they go off the edge of the screen they re-appear at the other edge. What I wanted to do was create an event to check if it went off the edge and an action to move it to the other side but I don't really want to have to do this for every possible asteroid on the screen.

    So I'm wondering if and how I can set up one lot of events for them all?

    Cheers.

  • Hi, I've created a new tutorial for Construct Classic. At the moment it doesn't do much as the tutorial is a new series on our website, so it'll grow with the tutorial. I've tried to go into a little more detail for the absolute novice so some of it is a bit long winded.

    Opinions are welcome, any ideas of how I can improve it (the tutorial, not the game) and any mistakes you can spot, please point them out. Later sections will have full functionality, score, effects etc but taking it nice and slow at the moment.

    Thanks for looking.

    <img src="smileys/smiley1.gif" border="0" align="middle">

    http://www.realpcgamers.co.uk/?p=4356

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  • Ah, there we go. I WAS doing it wrong. I didn't type Global(' ... I just typed the name of the variable ('AlienSpeedChange'). Works a treat now. Cheers. :)

  • Hi, I've got a couple of global variables. One is a counter, when it reaches the value of another global variable the game should increase the level.

    The problem is I have an event - IS GLOBAL VARIABLE 'Alienspeed' equal to 4

    Now I want to change the number 4 to a global variable, this way I can increase the variable making it take longer to increase the level, confusing I know but this isn't the issue.

    When I click on the 4 and type ('AlienSpeedChange') which is the name of the variable I want, it changes to the name of the first global variable in the list of currnet GV's in the project and not what I typed in.

    What I mean is, I have a few Global Variables, the first one being called IsFired, when I try to set the name of the variable in the event to ('AlienSpeedChange') and press enter, Construct changes it to ('IsFired') and no matter what name I use it always sets it as ('IsFired').

    My head hurts.

    I hope you understand what I'm saying. So, is this a bug within Construct or am I doing it wrong? Can you not set a variable check like that?

    Cheers.

    OK, trying to simplyfy it

    Here's the event, as you can see it's set the variable I want to compare to ('IsFired') even though I typed in ('AlienSpeedCheck')

    http://imageshack.us/photo/my-images/268/capture1kx.png

    This is the list of Global Variables I have, as you can see IsFired is the first in the list. Is this a bug that won't let me set the variable to check to anyting other than the first in the list of Global Variables?

    http://imageshack.us/photo/my-images/26/capture2et.png

    Can't get the images to show, sorry.

    Here's the CAP - http://www.realpcgamers.co.uk/site.cap

    I know it's crap, I'm tryin to do a simple tutorial for someone to show how easy Construct is. Event 11 is where I'm having an issue. Try changing the 4 to a global variable other than IsFired.

  • Cheers, I'll give that a go :)

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vandinz

Member since 30 Aug, 2011

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