keatingb's Recent Forum Activity

  • Tom I just wanted to thank both you and Ashley for the enormous amount of transparency you guys are able to provide. Like the original post's author, I'm grumpy I can't have the paid version yet, and it basically means I'm waiting till May to import my project and start digging in to C3, but it means a lot that you guys take the time to talk to us and explain the reasons behind what you're doing.

    In the mean time, Construct 2 is still pretty cool. ^_^

    Keep up the awesome work, guys!

  • I'm not actually sure that this is possible. I would recommend downloading the audio and adding it in to your project. Also, if your project is commercial, make sure you have the licenses

  • I'm a little confused by how you've worded your problem, but I'll throw some advice, see if it sticks.

    If you're trying to keep an object on top of another object, I would recommend trying the "pin" behavior. Put pin on the object that DOESN'T accept input, and at the start of the layout, set its position to the object that DOES accept input and set the pin. Then put your arrow keys/space bar input on the object without the pin.

    Pin automatically sets position/angle according to the object it was pinned to. Hope that helps!

  • AHH my bad! Sorry I'm just getting back in to Construct after way too long away, so I'm glad you were able to fix that one. I'm glad I was able to set you on the right path, though! Happy coding.

  • Hey there! Can you explain a little more thoroughly what you're looking for? Do you need enemies to spawn at random times, or random enemies to spawn at the same time interval? Do you need random positioning, or just the set position?

    From what I understood, you have two enemies you want to spawn at random intervals. I would do this:

    1. Global variable: NextTimer = 1

    2. Local variable: EnemyChance

    3. Every Next Timer Seconds > Set EnemyChance to random(1,2)

    4. ^Subevent to 3 - If 1, Spawn enemy 1, If 2, Spawn enemy 2.

    5. ^Subevent to 3 - Set NextTimer to Random (0.5, 2)

    Only one of the enemies will spawn at a time, the interval between spawns will change every spawn, and you can play with the values to fine tune the effect.

  • antided This isn't a Construct 2 bug, this is a hard limit with Windows and MSDN. The drivers supporting controllers have a max limit of 4, which you would need to program your own utility to circumvent. As it isn't possible with native controller support, Construct 2 doesn't support eight controllers. Hope that helps.

  • I think that's pretty static, unfortunately. I'd recommend having three sets of directions behaviors, and disabling them all, and enabling the one you need as a work around, but that can be a bit of a pain for a work around. Other than that, you might be out of luck. Sorry mate!

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  • Hey folks! Has anyone played with the new Win10 Exporter? Does it support IAP or Advertising?

  • The command "Reset all variables" is extremely potent, but has the finesse of a wrecking ball. Obviously, that is its intended purpose, but I feel like there's something slightly more useful you could do. This exists in two versions:

    1. Some kind of Super Variable that doesn't get deleted on "delete all global" commands, and must be manually deleted. This would be helpful for stashing away things like high score tables (before stashing them to more permanent memory) or more permanent statistics (a character's experience or level, and deleting all enemies)

    2. Some kind of Global Variable, but more minor. I would call it a tempValue or tempVariable or something that was global, and had its OWN delete all event, allowing you to stash temporary data in a different form.

    I know there's a couple work arounds for this issue temporarily, but I'd love to see some kind of convenience patch for this.

  • Thanks guys for all your help!

  • Thanks so much for the review!

  • Zed2100, Sorry if took me so long to respond. Thank you so much for trying my game, and I REALLY appreciate the feedback. A lot of your suggestions are going straight in!

    I did have a few notes, though, and I would love your responses.

    I chose to use WASD movement because of its proximity to Q and E, and I don't know if there is a good analog for those. Perhaps CTRL and SHIFT? Also, how would you feel about using a controller instead of mouse and keyboard?

    I'm planning on implementing an angry birds-esque stage system, to gradually implement the fruits and instructions for the games. Whenever the player is presented with something new, a tutorial window will pop up.

    Let me know what you think about those changes, if you don't mind. Thanks again for playing my game, and your awesome feedback!

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keatingb

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