Thndr's Recent Forum Activity

  • I am using the STEAM version of Construct 2 Personal Edition

    Observed result:

    Pressing alt with no projects open, Win7 says program stopped working and to close program.

    Expected result:

    Not to crash.

    Operating system & service pack: Win7x64

    Construct 2 version: r135

  • Random level design VS Static is dependant on two things, how you develop the game and what you are trying to acheive.

    A more visual person would have an easier time making a Static and add things to it. Someone who wants simplicity and manually edited difficulty would also do these things.

    Having a random world means that you expect replayability. Sure a static world would have replayability, but that isn't the focus of many those games (and static games usually have easter eggs, sidequests and secrets to unlock too) Random worlds also require troubleshooting, tons of code, and more effort than just placing objects.

    For a puzzle game like yours, replayability is key; however, while playing the game there were some maps you couldn't possibly finish 100%. I also went in blind and had no clue what I was doing, which for a simple puzzle game says a lot. (Had to read instructions, mechanics are weird)

  • Yeah. I was thinking at first the solid could keep a list of objects it'd interact with, but after thinking it out I suggested that there should be a "solid to only layer X" option as that way it would allow you to move the object between layers easily without the backend keeping a list per object of what is and isn't solid. That way it would be only a list, or a check of the object layer

    Suggestion - Solid only on layer

  • While developing I was having some issues with the movements and what I needed solid to specific objects/entities. While I have worked around it, I still think there should be a way to have an object solid to specific objects.

    I would like to suggest an option/property to make an object (or instances of the object) to be considered solid (check for collisions) only to other objects that are on the same layer.

  • Other than the ones mentioned, here are a couple I use

    PyxelEdit - Great for making tilesets.

    ASEprite - Sprite and animation editor.

  • Ashley

    Okay so it is intended then. Glad the example could highlight another issue though :)

    ---

    Well as a suggestion, could there be a way I could tell it to push out of a picked solid? Like if it overlaps Player, to push out of only the player? (Custom Movement property)

    For more wide reaching method, a way to disable the solid behavior towards specific objects? (Solid Property)

    Or even an option to have the Solid behavior only affect objects on the same layer as it (Solid Property)

    <font size="1">This one would be the best.</font>

  • Multiple event sheets and Include can make a world of difference in organizing and creating code for specific objects without accidentally messing with other events. I started using multiple sheets and includes and it's made things easier as I tend to make less mistakes.

    Groups can do this and be disabled too but all included sheets within that group would still be active, which is a slight advantage but easily gotten around by putting everything in 1 sheet in a master group for that sheet and disable that on command.

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  • I would update your Graphics Driver just in case it's an issue (most common crash issue). If it still crashes I'm sure Scirra will provide troubleshooting instructions on how to determine why.

    To get C2 to stay working in the meantime, disable beta updates on C2 in Steam so it won't update to the crashing version.

  • Well for those wondering about the quality, he does have a few other games that are free you can play to see his pedigree.

    http://alastairjohnjack.com/

    Loved Final Vision years ago and I've seen Arvoesine before on Indiegames. I kinda skimmed the prior article I linked, or else I would've linked it as well :P

  • While it would be nice, I see it as adding too many options just to add 4 events, a 4% expansion of events for free.

    If you're always hitting the 100 event mark, I feel that you're using C2 enough to perhaps purchase the personal license. Either that or look for optimizations elsewhere in your events. Limits are kinda there to make you buy the software.

    I was able to make a basic game that did a lot with just 100 events, and I'd say about 10% of them or so were organizational things. (groups and such). I could've saved that 10% along with more if I bothered to make my code for succinct.

    If you already did that and can't optimize it any more and need more events, you're going to need more than 4.

    But hey, it may be a simple enough suggestion to just quickly code in for the guys so who knows.

  • Add a variable instance to the player, and when the player gets grabbed, go "set player.variable = carrierobject.uid"

    That way, you just add "if carrierobject.uid = player.variable" to the conditions and it will pick the carrierobject your player got grabbed by.

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/73774002/custstep_pushoutofsolid_bug.capx

    Steps to reproduce:

    1. Run Preview

    2. Notice grey boxes over yellow boxes move up

    2. Notice grey boxes on right are not clipping the green tiles.

    3. Push grey box into blue tile

    4. Notice grey box does not want to go into the blue tile

    Observed result:

    Yellow box overlap makes them move up

    Green box overlap makes them move out closest spot

    Blue box overlap doesn't do anything until grey box is pushed into it.

    Expected result:

    Blue box should not interact with grey box.

    Yellow box should act like green box

    Green box should act the same, without the SOLID behavior on it.

    Operating system & service pack: Win7x64

    Construct 2 version:r134

    -----------

    Tested it a bunch and it seems like the "Push Out of Solid" action takes into account the Behavior "Solid" on objects. This is inconsistent with how it the movement of the custom movement behavior.

    Custom Movement you have to program when and where for it to check for specific families/objects the object itself would consider "Solid" For the most part this works and allows for specific interactions, but this doesn't care for that.

    If I'm using the triggers/actions incorrectly and this is intended, then I suggest some property modifiers for Custom Movement that allows it to ignore every Behavior "Solid" and allows you to select the objects/families it would recognize the Solid behavior from. I need to have an object that doesn't react to certain objects that are solids. (Like a weapon flying over water (which is solid to player and NPCs), but still hitting walls.)

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Thndr

Member since 15 Oct, 2012

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