Ashley's Forum Posts

  • Normally conditions pick the related objects, so 'Player overlaps enemy' picks the one enemy the player is overlapping and any enemy actions apply to just that object. However, since you're using an intermediate detector-object, this is getting in the way of that process (ie. when you say detector overlaps enemy, effectively that is true for all enemies, because all enemies have a detector).

    You're trying to do what containers do, albeit with a broken overlap system. Read up on that article. As soon as you put the enemy in a container with its detector, things start working better already (hopefully you can fix it from there).

    Hope that helps!

  • What works? Typing the object name in an expression? Surely that cannot work, because it'd give a syntax error, thinking its two separate names!

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  • Spaces aren't allowed in object names (the expression evaluator would see it as two separate object names). In fact, if you type a space in an object name, it's immediately removed (reselect it to see). The bug is only that the display doesn't update in the properties grid. I'll see if that can be fixed.

  • I think for both you want to look at using hinges. I think there are some examples in the uploads forum.

  • By the way, with the re-code of the event sheet editor, would it be possible to allow people to view/write events in a sort of scripting language? Just an idea I'd like to see.

    This is what Python scripting is for, really - but it's not working right now, and hopefully will be fixed for the next build. You can't convert between events and script - that's not really possible at all - but you could add script with Python.

  • Is it knowed that sometime Event sheet editor's icon can go haywire and switch place randomly?

    I've seen this before briefly - saving, closing and reopening usually fixes. If it doesn't, submit a bug report (and post the .cap if you can).

    [quote:w0sxxl1w]why when copying & paste my paste, the object is pasted like anywhere?

    I've never noticed this. Can you reproduce it?

  • No! Same error with that link! What's going on? :S

    Edit: logged out, and it lets me view the thread. What's with registered accounts having fewer rights than anonymous access??

  • Huh, TIGSource says 'The topic or board you are looking for appears to be either missing or off limits to you.'. I'm logged in too.

  • There isn't a full tutorial yet, but try New Template/Example and select Simple Platformer. It's very simple. All you need is:

    • The platform behavior on something
    • The ground marked as 'solid'
    • 'Center view on me' attribute on the player to make it scroll.

    No events there!

  • Reading everything on the wiki will help, and selecting file/new template/example and having a browse through the examples should help.

    It can be quite time-consuming making a good tutorial (I think the Ghost Shooter one took a couple of days). I'd really appreciate if anyone else came up with tutorials - I'm stretched for time as it is, and time spent writing tutorials (although useful) is time spent not coding Construct. Still, eventually, I'll get round to writing some more, if noone else does.

  • Ah, that's a bug. Submit it to the tracker. Windows controls seem to steal all input after you give them focus.

  • Drasa is right; if your game happens to be really light on rendering, and really heavy on events, then the events will determine the performance of the game. However, I'm sure this is rare, and that most games spend more time on display. You're suffering from premature optimisation though. It's impossible to tell which your game will be until you make it, in which case trying to determine the fastest way is utterly futile. Make your game whichever way suits you best; if it's slow, find out why, and speed that part up (and that will probably be the renderer). You can't usually pre-empt that process.

  • Probably no difference whatsoever. It's almost certain your application will spend more time rendering than running behaviors or events. Read this (especially CPU/GPU parallelism).

  • Oops, it was a bug. Fixed in the next build.

  • Deadeye has a good explanation of his platform AI in his 'This Cursed Rock' thread. Does that help?