Ashley's Forum Posts

  • when i click "global", nothing change, in my new layout, the object do not appears automaticaly in the list

    No, but it will appear in the event sheet editor. You should be able to copy+paste your object to another layout, too.

    [quote:2k7v8pv3]And other question, i selected Solid fo an object, but my platform controller sprite just pass through it!

    You must've done something wrong - click File - New - Template / Example, and open the simple platformer example. That shows how a platform behavior stops when it hits an object with the 'Solid' attribute.

    [quote:2k7v8pv3]and the text that should say the lives, dont change when the Player colides with the spikes, as i programmed

    How did you program it? You need to tell us, otherwise it's pure guesswork!

    If you're new I'd highly recommend you complete the Ghost Shooter Tutorial.

  • I'm 21... ranking in about average by the sounds of it so far.

  • In theory, it's possible, but I think it would be prohibitively much work for just three developers. I think we'd need a larger team of code contributors before we could seriously think about any kind of porting.

  • Good advice so far, but one more important one: devour as much as you can of the wiki. It's nowhere near a complete documentation yet, but there are some good articles on there that you can learn a lot from - lots to learn there. Namely Application structure, Expressions, the System Object reference, TimeDelta, Effects, the Function object, Optimisation tips, Containers and Conditions. In fact, for anybody who's serious about making stuff in Construct, I'd recommend those as essential reading!

  • Is it possible to set few light sources with Bumpmapping?

    Hmm, maybe... the method you described might work, but I'm not sure it'll get the angle of the highlights to correlate to the position of the bullet lights. As for creating and destroying lights with bullets, that's easy - just put the lighting sprite in a container with the bullet object. Since 'Create' and 'Destroy' actions create and destroy the whole container (see the article BROO linked) then the creation and destruction of the lighting sprite is taken care of automatically.

    [quote:22yv3sjd]Second Question

    Definitely containers for this one, again see the article. But you never ever need to use the spread values paradigm in Construct! Not only does it make for horribly messy events, its algorithmic efficiency is appalling as well, and Construct has much better alternatives. It might take you a bit of extra effort to learn how to do it in Construct, but it is definitely worth it. For example:

    + Start of layout

    -> Spread value 0 in Sprite

    -> Start loop "blah" Sprite.Count times

    + On loop "blah"

    + Sprite value = loopindex("blah")

    -> Actions to perform on Sprite individually

    This can succinctly be rephrased in Construct as:

    + For Each Sprite

    It's quicker, easier, neater, and runs a hell of a lot faster too

  • No, you don't need double slashes anywhere in Construct.

    Can you post a .cap file that isnt working? Maybe make it try to run calc.exe so we can use it (none of us presumably have this update.exe file).

  • Ooh, hadn't seen this yet, that's cool! Have you thought about adapting it to make a water-waterfall? (as opposed to... slime... waterfall... slimefall?)

  • Hmm, I had a quick look and I can't figure it out right now. Looks like paste in to canvas stops working as soon as you scroll away from (0, 0). Put it on the tracker and we'll have a look when we can.

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  • Lol, a shame for the rest of us that didn't work out.

    My favourite story today: http://i37.tinypic.com/2hpnn0l.jpg

  • I am certain it is a bug. I modified the .cap to make it move slowly and used a text object to display when it was overlapping a barrier. It clearly was registering an overlap when the objects were not touching. Since 'On collision' basically checks for an overlap with a built-in 'Trigger once', these false-positives would intefere with the On Collision triggering. So I'll try and sort out something for the next build...

  • It actually looks like a bug, I seem to be able to get false positives for 'Is overlapping' in that .cap as well. Ergh. When we have time we'll get round to fixing it (thanks for putting on tracker).

  • Text: Add 1 to score

    then later...

    Character.Value('score')

    You're adding to a 'Score' variable in the text object, but displaying the 'Character' score. Which one are you gonna use?

  • Use 'Compare values' in the system object - and compare Sprite[Ball].Speed. If you need picking with more than one instance, put a 'For Each Sprite' above it.

    It was quick to add though so I've put in 'Compare speed' in the ball movement for the next build

  • It must be a bug in the UI library so I don't think there's anything we can do about it. Try undocking and redocking the tabs together or separately in some combination, I think it can eventually be persuaded to go back.

  • Hmm, looks like I broke motion blur... I'll try have it fixed for next build.

    Multiply can do that if the layer is using its own texture. You have to use Multiply Plus. There's nothing much that can be done about it - DirectX just doesn't like that effect in that situation. It's basically an invalid setup.