Cereal Killa's Recent Forum Activity

  • I have uninstalled the free Steam version and set the paid steam version to receive beta updates.

    It doesn't work.

    I tried manually downloading the newest update from the website, but it was only the free version.

    I tried running the paid version again and it is still the previous version.

    Also, whenever I try to load a downloaded capx, it either tries to load or install the free version, or returns an error, but won't open it with the paid steam version; I need to open the steam version first then select open within the software, then browse to the downloaded capx, then open, which is a lot more tedious.

  • I have the same problem.

    As a fix I downloaded the latest update from the website, but when I ran it, it was only the free version.

  • Whenever I click a capx to open, it tries to open the free version, rather than the steam version.

    Even when I uninstall the free version and set it to open with the paid version, it keeps trying to install the free version.

    I messed around deleting files and now when I click downloaded capx files it just returns an error "Failed to start Construct 2", but I have Construct 2 and it runs fine from Steam and from the desktop shortcut!

  • I have been thinking on this for a while. Steam refuses to get the latest beta build of Construct 2 so I can't test the new Z-order, but the way I have thought about solving the problem is to separate the Y value into Depth and Height which, when added together, give the onscreen Y position (D + H = Y).

    The 8/4-Direction controller would just effect the X and D values, whilst pressing jump will only effect the H value.

    You could then test for collisions by checking height values when sprites overlap. If the height value is significantly different, then they do not collide, even if their onscreen Y is the same.

    Conversely, if you wanted to get the depth of a tile that is raised or lowered in relation to another tile, you could just perform Y - H = D.

    You would just need a heightmap for your scenery for reference.

    I haven't tested any of this yet, but these are my ideas.

  • Maybe just offset them from each other each frame when collisions happen.

    The only foreseeable problem would be if there is a wall of zombies; the zombies at the rear won't be able to path around; but hey, zombies are stupid!! ;)

    Perhaps they could also forget pathfinding for a moment swipe at the zombie that is in their way, then resume pathfinding when the blocking zombie is gone :P

  • Perhaps if the player is moving left but holding right, you would have a skidding animation?

    Is this what you mean?

    I'm not sure about velocity but if your character has a lot if momentum, you could just check if you are holding left when moving right and vice-versa.

  • I would love to know the answer to this too.

    It seems impractical to load the whole game at the start.

    I would prefer the first load to be rather quick, so the player can get into the game, and then other levels and items can be loaded/streamed whilst the player is playing, and not having to store the whole game in memory would be a bonus for large games.

    Also I assume that loot drops would be more secure if you had to pull them off a server; checks could be run and what-not to reduce duping.

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  • Ok, I think that was the problem. By taking the first PlayerChars instance-picker condition, and giving it it's own sub-condition, the second PlayerChars instance-picker condition now fires (whereas previously it wasn't firing at all).

    It seems that upon a condition picking one instance (or a group of instances), a sub-condition of this is unable to pick a different instance outside of what was already picked (but can possibly pick instances from within the first selection - I haven't tested this), and thus any associated actions never fire.

    Therefore, I assume that the original sub condition wasn't working as it was trying to pick an instance outside of what was already picked in it's parent condition <img src="smileys/smiley3.gif" border="0" align="middle" />

    By removing the pick-instance from the parent condition, the 2 sub instances are free to pick different instances of their own choosing <img src="smileys/smiley2.gif" border="0" align="middle" />

    If anyone can confirm this it'd be great!!

    Here again is how I was trying to do it:

    <img src="http://img16.imageshack.us/img16/1705/tabcycle3.jpg" border="0" />

    And here is the solution:

    <img src="http://img441.imageshack.us/img441/2541/tabcycle5.jpg" border="0" />

    Note: I also added a text line for debugging purposes and I have updated the capx with the solution <img src="smileys/smiley2.gif" border="0" align="middle" />

  • I have added a line to check that the incrementing is working (and it is):

    <img src="http://img259.imageshack.us/img259/2821/tabcycle4.jpg" border="0" />

    It counts up to 2 and then goes back to 0. So it just seems to be the last part of the new formula that doesn't work. <font color=black>Maybe I can't get a new instance of PlayerChars within the same condition, after getting the first??</font>

    I'm not really sure.

  • Hello guys and gals!

    I have been prototyping an RPG Party System whereby you have several characters and can TAB between them.

    The camera pans smoothly to whichever character is selected and has a smooth lag effect when the character moves (I can also employ the Screen Shake effect later, as I'm using Scroll-to).

    I first created this without any Arrays or Families and it worked perfectly, but I would like to make it more flexible to future-proof it for changing Party sizes when members join and leave (or die).

    I also have future steps planned such as a loop to fill the array, but I'm trying to take baby steps here <img src="smileys/smiley2.gif" border="0" align="middle" />

    I haven't used arrays in construct before and don't seem to be having much luck. My array is simply 3 X values: 0, 1 & 2 (a 3x1x1 array).

    X0 stores the UID of Char1, X1 stores the UID of Char2 & X2 stores the UID of Char3.

    I increment the Global number PlayerSelected to allow me to select different X values within my array (which in turn should refer to the different Characters, allowing me to cycle through them).

    I seem to succeed in everything up to (and including) unpinning the Player Controller from the current Character, but once I increment to the next Character, the Player doesn't want to move over there and be pinned to it, he just wanders off and leaves the first character behind.

    Here is my initial setup:

    <img src="http://img547.imageshack.us/img547/1651/tabcycle1.jpg" border="0" />

    Here is how I handled the Character cycling previously, which worked as intended:

    <img src="http://img708.imageshack.us/img708/8286/tabcycle2.jpg" border="0" />

    Here is how I am trying to handle it now, using the same logic as before:

    <img src="http://img16.imageshack.us/img16/1705/tabcycle3.jpg" border="0" />

    Here is the capx:

    dl.dropbox.com/u/97071084/Scirra%20Forum%20Posts/TAB%20Character%20cycling%20with%20arrays.capx

    I am planning to turn this into a tutorial once I'm finished and any help would be appreciated <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Depends how complex you want the light modelling to be, but at the simplest level your could just have a black layer on top of the game layer, that fades towards the middle <img src="smileys/smiley16.gif" border="0" align="middle" />

  • It would be a waste of resources to have the game running whilst you're not there so I guess it would do the fast-forward trick that you mentioned.

    Terraria used the same trick when they introduced the plague biome.

    Because it constantly spreads, but it would use too many resources to keep the whole level in memory and constantly update it, the onscreen and surrounding areas are kept up to date and when you scroll around, as other parts are loaded, they are checked against a timer from when they were last saved, and updated accordingly ;)

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Cereal Killa

Member since 28 Jan, 2013

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