Ecation's Recent Forum Activity

  • Hi!

    In my game the player can throw rocks and then collect them back.

    The problem is that sometimes they will fall on top of solid objects and the player can no longer reach them.

    I would like to make it so that if the rock falls on top of a solid object, then it should be moved to the next free spot (a spot where there is nothing with the solid behavior) on the level.

    How would you program something like this?

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  • Hi!

    Can I legally make my Construct project open source and host it on Github for public collaboration? Or is there something proprietary in the project structure which I can't share under an open source license? If I can't use a pure open source license, what license could I use instead for attracting possible collaboration?

  • Thanks for your reply!

    I ended up creating an image point at the edge of the wheel for each pin and then pinning them all to their corresponding image points using a distance joint. Now the collisions work much better.

  • What is the correct way of pinning physics objects together at the moment? Is it recommended to use the hierarchy feature? It kind of seems to work when I use hierarchy, but for some reason collisions seem quite unreliable.

    I'm building a wheel of fortune and attaching little pins to the edge to indicate different sectors in the wheel. Those pins rotate together with the wheel but they don't seem to collide very well with the "picker" (the thing that shows the result of the spin).

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  • Same issue. Remember to also post a bug report on Github.

  • Yes I thought of that possibility as well. It's certainly a possible workaround in this situation. But somehow it feels a bit ugly to create an object just to delete it immediately. That's why it would be nice to have a way of accessing all objectTypeNames of a family.

    Anyway thanks for your input, I appreciate it!

  • Yes you got that right!

    I'm trying to use families as much as possible and try to avoid the need for "hardcoding" values. If I need to type in a bunch of strings every time I add a new object type in my game, the likelihood of bugs increases.

    Thanks for confirming that this is not really possible at the moment. It would be really useful if we could access objectTypeNames in a family even before those objects have been created.

  • Hi!

    I seem to be a bit stuck with this:

    I have a Dictionary object that holds all kinds of keys for the objects the player has collected in the game. Some of those keys are not relevant for the main inventory screen where the player can pick objects for use.

    I have a family that contains only the objects that should be created in that main inventory.

    Is it possible to loop through my Dictionary and only create an object if it's part of this family? In other words I want to ignore all keys that do not match objectTypeNames in this family, but as soon as there is a match, I want to create that object from the family.

    Is this possible in Construct?

    Tagged:

  • If you have the full version of Construct, you can use families to achieve this. Add the possible objects to a family and then use system-->create object-->familyname. I believe it will choose one of the family objects randomly and create it.

  • Thank you, this will be helpful!

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  • Hi!

    I have a global variable storing what object the player might be carrying.

    When the layout changes, I need to recreate that carried object in the new layout.

    I'm trying to do this with families so that I wouldn't have to hard code each object separately.

    But is there a way of checking if a string variable matches one of the many objectTypeNames present in a family?

    I made a simple test trying it out, but this event fails:

    | Global string carriedObject‎ = "Sprite2"

    + System: On start of layout

    ----+ System: carriedObject = Family1.ObjectTypeName

    --------+ System: Pick Family1 where Family1.ObjectTypeName = "Sprite2"

    ---------> Family1: Destroy

    Tagged:

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Ecation

Member since 12 Oct, 2020

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