Bl4ckSh33p's Recent Forum Activity

  • Just a quick addition.

    If you want to have "sub-hardpoints" for things like equipment or weapons there is no way to get an ImagePoints name, right? So it would be the best solution to add them as instance variable and put the x,y coords for the points there?

  • I am trying it with an array now. But I could need a few hints from experienced users.

    The player can select from several parts and rotate/place them at existing parts in the game to build something with it.

    What I have so far (not entirely tested):

    <img src="http://img3.fotos-hochladen.net/uploads/checkhardpointsh6urpm0ybd.jpg" border="0" />

    Assuming the added parts work as expected the next thing would be to check if Sprite2 (or the currently selected/dragged item) Image Points are +/- 5 Pixels to any other imagepoint (except origin) and if they are they should snap and place the dragged/selected object.

    When trying to check if the X and Y points are > 5px or < 5px it seems I have to add many new conditions for it. AND or OR don't seem to work in the expressions? <img src="smileys/smiley5.gif" border="0" align="middle" />

    (e.g. in a "for loop" for each array item but if you have a loop as subevent of a loop, how can you select the loopindex from the first one?)

  • It seems Construct does not like mono files very well. When I try to import them they are not converted to .ogg (mono wav with 8 or 16 bit).

    When I try to re-import existing files most of the time new numbers are added at the end but not everytime. Last time only the missing files were added but it seems to be random (at least I could not find out how it works exactly).

    Example: I had sheep.ogg, I imported the wav again and got a .m4a and .wav. This time no numbers were added and no second file was in the dialog for Audio.Play. But most times you have to change all audio actions to play the new file with the number appended.

    I found the search for actions is really helpful for that but is there another way to do it faster?

  • Steps to reproduce:

    1. Select a Sound or Music effect

    2. Delete it

    Observed result:

    All sound actions related to the deleted files are gone!

    Expected result:

    Construct 2 should ask if you really want to delete it because all actions for this file will be deleted as well. Other objects like Sprites have a warning dialog.

    Operating system & service pack:

    Win7 SP1 (64 Bit)

    Construct 2 version:

    139 Personal

  • I am still very new to Construct 2 and need to learn a few things and tweaks. Thank you very much to both of you. I will try your suggestions. <img src="smileys/smiley1.gif" border="0" align="middle" />

    /Edit: OMG! I added objectcount and it creates about 1000 rocket objects for each one collected. I will try to fix this now. <img src="smileys/smiley3.gif" border="0" align="middle" />

    I added a global var to check if an HUD updated is needed (after collecting one it is set to 1)

    <img src="http://img3.fotos-hochladen.net/uploads/rockethudfixe512yluipj.jpg" border="0" />

    This seems to fix the huge amount of objects and the lag when you launch rockets. Thank you! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • oops, forgot to remove the Clay.io plugin. Don't know if you need it to load it. You can download it here: http://clay.io/docs/construct2

  • I am uploading the file right now.

    you can find it here: http://www.playbird.at/sites/Bl4ckSh33p/soft/moonraccoon/MoonRaccoon_CodeExample.capx

    Controls:

    A and D to move left/right, W to fire laser

    OR Cursor keys

    and SPACE to fire rockets.

    I added a debugframe showing time in sec and fps and I noticed that FPS drop from 60 to 30 and below after about 40 seconds of gameplay. I added a few "trigger once" and global vars to try to reduce how many checks are made every tick but I assume it will be checked afterwards as well so it does not really reduce the amount of checks.

    And when you fire a rocket with space the game is stuck for a moment as well. I tried to show the particles for it off screen on the title screen and it seemed to help a bit but its still happening.

    Any idea why it starts to lag after a while?

  • To enable/disable it click on the project title in the upper right window where are files and folders are listed and take a look at the properties panel on the left. There are several full screen modes available. Details can be found in the manual.

    https://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes

  • I got it about a week ago and read the whole manual on the first day, then opened all examples and searched the forums for a few examples. After 3-4 days reading and experimenting I started to work on my first game. Still a few small issues here and there but I am getting used how everything works. <img src="smileys/smiley1.gif" border="0" align="middle" />

    I found many answers via the forum search and if you can't find it just ask. There are many very nice and helpful people around.

  • Thanks, I will try to create a copy of the layout where this happens so I don't have to post the whole game. I will post it tomorrow.

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  • Still having problems with the visible object even if On Layout Start > Set Invisible is enabled but its only a minor thing.

    The main problem is why is random 10,20 sometimes executed immediately when the layout starts? Is there some kind of bug or what am I missing?

    And it seems "Every X sec" uses a global timer because on the credits screen I have "every 15 sec" and "trigger once" but sometimes its executed after 3-5 seconds. So every x sec is a global thing?

    I added a global variable TIMER as a workaround and set it to 0 by default and add +1 every 1 sec after loading the credits layout. Is there another way to make this work?

  • Hi! The first attempt for a game was made in Autoplay Media Studio which isn't really suited for games (I create my launchers and windows apps with it).

    Im working on my first Construct 2 game right now and its a small shoot 'em up. At the beginning it was planned as some kind of Space Invaders but I changed a few things to let enemies spawn at random.

    It's an answer to a funny post in Cube World forums where someone requested a "Raccoon Launcher" because so many new launcher apps were created in a few days. You can find the first attempt (not really a game) here:

    Download

    And now the second part made with Construct:

    <img src="http://i39.tinypic.com/155i22v.jpg" border="0"><img src="http://i42.tinypic.com/311x9ms.jpg" border="0">

    It should be finished in a few days. <img src="smileys/smiley1.gif" border="0" align="middle">

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Bl4ckSh33p

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