PixelRebirth's Forum Posts

  • I'm fairly certain you can't change the framerate mode at runtime. You can set the fixed fps rate, when you selected "Fixed" as mode in the runtime properties. That's about it.

    The reason why I am asking is because I want to have an option where users can set whether they want V-Synced or not.

    Fixed mode reduces the display quality significantly. Also if you "code" your game properly, it should run correctly in Vsync mode on all computers. If you had improper events, mostly involving Timedelta errors, the game would appear different on different computers depending on the refresh rate. Did you consider this already?

  • I'm loading external graphics so my game can be moddable. So that means each image has to go into a animation frame for the sprite. Now instead of have 100 frames when I might only need 10, is there a way to add a frame while the game is running, so memory is saved?

    I do believe there's no way to add new animation frames at runtime. So you might need to become very creative in order to include moddable animations. Or just force a frame count restriction on the user.

  • How about the following simple thing:

    For each group, item class equal to "desired class", do stuff.

    So you could have a filtered list of classes stored in a Hash Table for example. And then do something like For each key => INI group Hashtable.CurrentValue, ... you get the idea.

    On a serious sidenote you would want to limit the number of file operations when dealing with inis. Ideally you'd only check stuff from the INI once on startup. If you need to check back often, you should just load the groups and items from the ini into values. The S plugin can be handy for this. Also as a complete replacement for INI in many cases.

  • A newly created object will always be topmost on its layer. So when you create the ShouldBeOnBottom sprite, it'll automatically be in front of everything else on the layer it's created on. Just add a "Send to back" action right after you create the object.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • EVENT: Sprite.Value('Type') = "Wood"

    ---SUBEVENT: Fire is Overlapping with Sprite ACTION: Set Sprite.Value('On Fire') to 1

    First you're picking the correct instances of your sprite. But with your subevent, you're newly picking instances of the sprite that overlap the fire object. If you switch the object order of that condition, it'll work correctly:

    EVENT: Sprite.Value('Type') = "Wood"

    ---SUBEVENT: Sprite is Overlapping with Fire ACTION: Set Sprite.Value('On Fire') to 1

    There's no need for a subevent btw, it could all be conditions of the same event.

    Oh, and welcome to the community!

  • You restart a layout by using the "Go the layout" action and specifying the same layout you're currently in. Just in case it wasn't clear you could do that.

    Problem is, even though the layout seems to restart, certain events seem to not work. Events that are set to happen every couple of milliseconds do not work. For example, the players shield and weapon energy, which go up every certain amount of time, simply do not anymore.

    There's no good reason why these kind of events shouldn't work anymore once you go back to the same layout. Unless you're having them in a group, which you deactivated for some reason.

    It usually has something to do with the way you set up your events. So it would be mighty helpful to see your cap.

  • When we're talking particles and bugs. Try giving a particles object a negative rate. It'll crash Construct pretty hard. At least it does for me. In older builds a negative rate seems to have been treated correctly as 0.

  • What everyone else said. Beyond impressive! I won't go ahead and pretend that I do understand those events though...

  • Judging from the video this is a really handy piece of software, looks pretty impressive! I recall doing the same thing in blender and it wasn't anywhere near that easy.

    I shall stray from 2D again soon and try the demo.

  • Followed this project for a while now and I have to say it's shaping out very nicely. The latest additions already make for a fun experience, especially the freeze cannon.

    If you keep this up I'm confident HLnano will be among the very best Half-Life fangames. Just put in nades soon, will ya?!?

  • I just uploaded a new beta version(0.34), which includes some of deadeye's suggestions. You can now move the respawn arrow freely.

    The main change would be the use of an encrypted level format, so it won't be too easy to cheat anymore. There's also a documentation file included, which explains the various gameplay elements and has a changelog too.

  • i know that PR. its just that - some things can be learned by some but theres not a singel thing that can be learned by everyone. just like pigs dont fly heh

    well i am the pig in this case :\ and no, i am not proud of that...

    I thought of myself as a hopeless case in learning certain stuff too not so long ago. But then eventually I did learn it. Sometimes your self perception might just be a little off. You should try anyway.

    Never heard of S plugin before and when i try to search the forums it says that this sentence is too common. can someone provide me with a link to the thread about this plugin? i would be very greatfull

    I probably should have told you that "S" stands for Superstructure in this case, so it would have been easier to track down. Here's the thread for the plugin:

    http://www.scirra.com/forum/viewtopic.php?f=2&t=4791&start=0

    It's not that easy to get into either, I know I'm not using it to its full potential myself yet, but it's a very useful plugin and lucid's explanations are also very detailed. Not sure if it's still in development btw, but it's very useable in its current state.

    well every level in my game is randomly generated with a few guidelines and my life would be so much easier if the player could visit one map just once. then i would just reload the very same layout but with diffrent settings. but i want the player to be able to go back and revist previous levels. and this is what couses me the troubles.

    about perlin noise - seen that plugin in action and ive been stuned. still though, the game uses pre-made tiles for map graphics so i cant really use perlin in this case.

    Since the same seed will always give you the same result, if you don't change other settings, you can very well go back to old levels. It could also be done with premade tiles, the graphics themselves don't need to be procedurally generated and aren't in many cases.

    i have my hands tied anyway currently because of this thread viewtopic.php?f=3&t=8218&p=62944#p62944

    Well, it's a well known fact that the buildin save/load feature is a bit on the fishy side. So what you would want to do is create your own save/load system. You need to gather which information is needed to be remembered and put it in an external file. Again, this would be done with the usual suspects: arrays, hash tables, inis... or S. I'm afraid there might be no good way around learning this stuff after all.

  • Bear in mind - its not being lazy. I am just not able to wrap my head around arrays. And i havent started using Construct just today. thats just beyond me.

    Let me quickly cite myself:

    It doesn't really matter at this point if you know how to do it, the learning experience will be so much worth it!

    i barely use array for storing stats informations. i just cant imagine something i havent seen before and array currently exists only in non-visual form.

    If you need a visual array, you may just look at the following example:

    http://dl.dropbox.com/u/2306601/array_hash_unique.cap

    (made for this thread)

    Is there an alternative way for this?

    The way I see it, you could basically do three things to create your levels.

    1. Make a layout for every level. It's the least desirable option and will become very tedious if you had many levels.

    2. Load your level from file into a single layout. This can be done with arrays, hash tables, inis or the S plugin. The last two mentioned options are favorable in most cases. Of course this will require a level editor. So it's more work to begin with, but it will pay off in the long run.

    3. Procedurally generated levels. Most notable would be the Perlin noise plugin. Apart from that you need to rely on your eventing and math skills. This option won't be feasible if you need to specifically design your levels of course, as they'll be created in "controlled randomness".

  • the best solution that comes to my mind would be Construct creating layouts with pre-determined values at runtime but i am preety sure thats impossible at the moment.

    That's basically just loading a level from file, which is very possible and definitely the way you should do it.

    This topic seems to come up quite a lot lately, maybe you should have a look at these threads:

    http://www.scirra.com/forum/viewtopic.php?f=3&t=8216&start=0

    http://www.scirra.com/forum/viewtopic.php?f=3&t=8187&start=0

  • Using events:

    viewtopic.php?f=8&t=6162

    viewtopic.php?f=16&t=1995

    With all due respect to both our efforts in doing these examples, I do think a more simplistic approach would be better to show here. Easiest way of doing bitmap font imo is to simply use a comparison string (I think that's basically what lucid did in one example before he made the spritefont plugin). Like this: http://dl.dropbox.com/u/2306601/easybitmapfont.cap

    It's just one event. Of course it doesn't have anything fancy going on like word wrapping and stuff, but it's pretty easy to grasp.