Ashley's Forum Posts

  • Well the design of Construct is aimed that nothing is built in, and anything you don't use isn't included. I guess if it bothers you, you could make a template with the mouse & keyboard (or any other objects you want) pre-inserted. Templates are .caps renamed to .cst with a corresponding .bmp file in the templates directory.

  • Good luck with it, hope it goes well - I'd be happy to offer any assistance if you need it. If anyone's interested in plugin development or code contributions, get them on these forums

    Do you have a room full of computers with shader 2.0? If so, that's pretty cool, heh.

  • Containers don't actually affect any object's position. They simply affect the way they are picked by conditions in events. If any object is picked by an event, the rest of the objects in its container are also picked. This still makes them really useful for stuff like this though.

    If we call your collider box the collider object and the look-pretty sprite the enemy, you can place the collider and enemy in a container with each other. (all you need to do is select one and add the other to its container in properties, they are both now contained)

    Make sure you have an equal number of instances of collider and enemy. The event 'Always - set enemy to position of collider' will naturally match up each enemy to its contained collider.

    Now you can go off making your events... anything like 'Collider collides with solid - set Enemy animation to Stopped' will affect only the associated Enemy, not all enemies like you'd expect normally. That's the magic of containers

  • Sounds great, let me know how that goes I might recommend waiting until the 1.0 release until you get a lot of people using Construct though - bear in mind so long as we're in beta, I can't make much in the way of guarantees about stability etc. I've had a few reports of .cap files corrupting in 0.93, so it might be sensible to save any serious use for 1.0. Your call.

  • Good point, that's caught a few people out. Next build has shortcuts to MouseX and MouseY in the Mouse & Keyboard object's expressions.

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  • Jeez, no prizes for being first to find a bug folks (otherwise I'd have a lot of prizes right now!). I'm working on a solution for these cap crashes.

  • That's the one... in the system object. MouseX(1), MouseX("My layer") etc gets mouse X for a specified layer too.

  • 1) Try having just one bullet in the layout, and ticking "Destroy on startup" under Attributes in its properties.

    2) Python script is still in early days and I don't think it has per-instance manipulation yet; the primary way of coding games is still via events. Your code is trivially easy with a create action, set X, set Y, destroy, set X, set Y, etc. If you need any help with that, let me know...

  • I haven't heard from Mk in a while, so I'm guessing he's not finishing it... I'll try put together a plugin before 1.0.

  • No, I think it's a valid suggestion. You can do bullet accuracy in events too, but it's a pain and you need to know how to adjust an angle by a random amount. It's a logical addition to the bullet movement.

  • I'll have a look for the next build... don't worry any more about it for now, I think you'll just have to avoid families as a workaround.

  • You can do this with the Compare Values condition and the Find() expression:

    Find("Source string, with different words", "different")

    different to

    0

    would mean the word "different" existed in the source string.

  • I think it happens on Vista with any application using families. Does this sound right to you?

  • That would make a circular curve, which might be OK, but isn't a parabolic curve like you would get in real life. An easy way to do that would just be to apply a downwards acceleration to the bullet via events, eg:

    + Always

    : Add 100 * TimeDelta to 'YVelocity'

    : Set bullet Y to .Y + 'YVelocity'

  • Hotfix online and working, your IDEs should be auto-updating now... turns out Canvas had the same problem, so that's fixed too!