gaboduarte's Forum Posts

  • Amazing work man! Thanks for sharing the .cap too!

  • Amazing work!

    And a great gameplay too!

  • Wow

    Great!

    I was improvising a timer too, this will be great!

  • Ah, so that's what the private variables are about!

    Thanks! I expect to upload a version of the game soon!

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  • Thanks for the explanation guys!

    I think I get it... I'll try to search a bit further on this "pairing" feature, it sure seems useful!

    I was starting to check on the containers, I�ll study that too.

    And now, just a question that came from your explanations... If I wanted to use a same sprite object, but I didn't want the second one to pair with the event (ex. Left and Right flippers of a pinball machine): How can I discriminate one sprite from the other? Do I have to duplicate the object and rename the copied one?

    Also, if this is the kind of thing that's somewhere in the tutorials, please be rude and tell me to go look myself! I don't wanna be wasting nobodies' time

  • Hello everyone!

    This is my first real question here in Construct forum, and while it's not a "How do I" question, I'm not sure if this is a good one.

    Right now, I'm really enjoying Construct! It's so easy to understand! I'm already starting some personal projects on it, and so far everything ran smoothly.

    However, I'm puzzled by how Construct checks its events. I'm no programming expert - only dealt with Actionscript 2.0 and a bit of LUA (for scripting and interface implementing). And I did something on Construct I didn't think would be correct, but in fact it worked perfectly! I'm sorry if this question sounds stupid, but I'm still learning the ropes here

    Here's my doubt:

    <img src="http://img172.imageshack.us/img172/383/particle.jpg">

    I've decided to test the particles on Construct, so I've created a BulletParticle at the X,Y of the GoodBullet (event 5). To make the particle follow the bullet, I've decided to simply attach the X,Y of the particle to the bullet, on the Always event (1).

    This way, I expected to see probably just the first bullet with a trail, as it was placed offscreen... But I wasn't expecting for all the bullets to already come out with a particle attached!!! .

    I noticed that once the bullets are out of the scenario, the particles go to 0,0 (because the bullet is dead, I get it). But I can't understand how Construct can check what bullet each particle should follow, as it's on a "Always" event, and it's not related to the whole "creating bullet" event.

    If I were to create something like this on Flash, for example, I'd have to create instances for each of the bullet and particle, so that my particles knew which bullet they should follow. I know Construct is meant to be easy, but this is just too much!

    Can anyone explain this to me?

    Thanks in advance!

    edit: Here's the CAP file: http://www.gammabeam.net/streetdefender_01.cap

  • Wow! Some nice work being done, guys!

    I'll post some of my training projects soon...

  • Cool! It seems balanced! The game pace is too slow in my opinion, but I'm sure you'll nail that.

    Taking a quick look on the .cap already explained lots of doubts I had on Construct! Thanks!

  • Hi Luomu!

    I managed to load the example properly, but my wiimote mapping is totally screwed up!

    I get lots of "Home Button Pressed" and I assume the "A" Button is continuosly pressed also, because it keeps spawning boxes at 0,0 location.

    I did some tests with other Wiimote application (Wiinstrument, for example) and everything was okay... Do you have any idea on what's causing it?

  • Hi guys!

    This is my first post around here... I've been using Construct for a week now and it is great! You should expect seeing some of my projects soon

    Right now, I'm having a problem I couldn't find any info related on the forum: When I try to run the the Wiimote cap file, I get the message: "Failed to load plugin Wiimote.csx". That's it. No number code like some of the other answer here in the forum.

    I copied the two plugin files on their correct folders (Plugin on Plugin, Runtime on Runtime).

    Can you guys have idea on what could I do to solve this?

    Thanks everyone!