Lou Bagel's Recent Forum Activity

  • I re-use a lot of my events in different projects and it is a huge timesaver. It really just comes down to planning to do this and always using the same naming conventions. Like Sol said, generic names work best as they're easy to remember and will be relevantly named between projects. Once you start to consciously plan to reuse events and name objects accordingly it becomes pretty painless.

    So it will let you paste events over if there is an object named exactly the same that has the same instance variables and behaviors?

  • The best option is to use familys & local variables. Keep the instance variables, behaviours & effects on the family.

    This way, if you have a bunch of events that you want to re-use, al you have to do is create the familys in the target sheet. Can add any object (with any propertys) to those families.

    Is this in reference to doing so between two separate projects? That is what the question is targeting.

  • United States.

    I read your comment to others how it may lag depending on location. I still wanted to give my honest feedback. You may want to put a warning on the post if that is true. Or maybe make a non-multiplayer version? (if it is connecting to multiple people at once - I only saw myself).

    My comments were intended to be helpful, not hateful. As a Construct user myself I can tell how much work must have already been put into this project.

  • The only real way to do this is to re-create your objects in the new game with the same names, then rename everything afterwards to suit.

    The other option is to have a more "generic" name for stuff - so instead of "sword" have "weapon" - but again you'd still have to recreate the objects in another game... but at least you may get away with not renaming everything again afterwards.

    Ultimately it comes down to C2 really lacking the feature to efficiently copy and paste event sheets between projects. It's a big improvement over CC's abilities to do the same thing, but hopefully in C3 there will be full support for this type of thing - as well as collaboration abilities. It's frustrating working on a project with multiple people, and only one person can work on it at a time.

    ~Sol

    If so it sounds like the best option is to duplicate the capx and delete out everything I don't want to keep. Thanks

  • I tend to start new projects on a whim. More than I should. I'm sure I'm not alone.

    It is frustrating to have spent a significant amount of time on perfecting a feature, something basic like controls or camera movement, then have to recreate it from scratch if you want the same thing in a new project.

    I wish instead of receiving the error message when trying to paste events where an object is missing it would give you the option of replacing that object. The only foolproof way I can think of is to make a block of code made up of only functions and variables so you can paste all at once and fill in the results of the final functions.

    Would a real life example help?

    Take a second to look at this project and click/touch the screen to view the on screen controls.

    http://bit.ly/Ninja0619

    What would be the simplest way to get those on-screen controls into a new or another existing project?

    Even if I added the control sprites it still wouldn't paste over because it would say the player, sword, shuriken, etc are not present in that project. (not that I want the sword or shuriken in a new project).

    If I setup the controls in a project by themselves is there a way to include a whole project? Then the event sheet could be used by 'include' and the sprites set to global so they would appear on every layout.

    Same with the Zelda-like camera pan. The events are driven by the location of the player so wouldn't paste. Removing the events involving the player object/sprite would remove most of the work.

    Please don't interpret this as 'being lazy'. Attempting to practice DRY.

    Any serious game probably deserves completely customized events, but one of the reasons I enjoy Construct, say over Unity, for certain things is being able to think up and idea and quickly get something up and going to see how it looks. I don't want to sit there and re-event basic movement, animations, camera, etc for the nth time all on a whim.

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  • AI controls mostly. Making them jump back when hit. Movment.

    The ninja uses 8 directional movement except that is disabled when hit.

    The jump back for ninja and monster, as well as the slime's "jump" movement, both used custom movement. Set speed and direction then certain amount of time later stop.

    Pretty simple, just have to do some testing to get the time and speed you want (which equates to distance). The angle can be a bit tricky but I just went with angle(monster.x, monster.y, player.x, player.y), or vice versa, to set the motion of bounce back. Slime's movement is completely random using set angle to random(0,360).

    Thought that might be easier than sifting through my events, yes?

  • Just asked a question - no need to start hating on other games and get defensive.

    It is true that it is an accomplishment to finish anything. But you should also be open to questions and feedback on things you post in a forum.

    Any comment or questions shows more interests than not leaving a comment at all.

  • Played for a minute. The controls seem pretty sluggish making it frustrating when failing because of it. Also not clear if you only jump or if other buttons (like arrows) do anything.

  • Do you say where you play it at? That might be important, ha

  • Do you just click the two buttons?

  • Hi!!!

    This is my first game

    Please make your comments about this game say - I would be pleased

    Link:http://s6.picofile.com/file/8257577450/The_Forgotten_2.zip.html

    Not sure how many people will be willing to download from that site . . .

  • Tried to play and it said "All servers are full"

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Lou Bagel

Member since 7 Sep, 2015

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