PixelRebirth's Forum Posts

  • Since you're doing this:

    + System: Always (every tick)
    -> Text: Set text to global('o')
    -> System: Set global variable 'o' to global('o')
    [/code:qxf2qowr]
    
    it can't really work. You're setting the text to the global variable 'o' and you're setting the global to it's own value, which naturally doesn't change anything.
    
    If you want to do what I assume, which is setting the global variable to the editbox text and then displaying that global variable with the text object, you need to set the global to Editbox.text. Also you should switch the order of the actions in that case. And if your global would be holding a string it's probably better to set its Type to TEXT instead of NUMBER.
    
    You could also just do this of course:
    
    [code:qxf2qowr]+ System: Always (every tick)
    -> Text: Set text to EditBox.text
    [/code:qxf2qowr]
    
    I guess there was some point in using the global.
  • I think it has something to do with the picking or collisions for that matter, as text objects aren't too great for that. Text objects don't even have collision conditions.

    Still it seems to be easily fixed by adding a For each object loop, like this:

    <img src="http://dl.dropbox.com/u/2306601/textarraycoll.png">

  • I have no idea on how Arrays work. I tell construct to save the layout(?) and when I press a button, load the array it saved, to test level design. To my dismay, this does nothing. How exactly does this work?

    Well, Quicksave doesn't magically use an array just because you want it to.

    You can use Quickload to load the state you saved or use "Save/load to disk" action of the system object in order to use permanent savegames.

    However the buildin save/load features may cause problems. So it might be better to use your own method.

    Think of an array as a table that holds values in each cell. Now it's up to you to do whatever you like with it. In case you didn't check it out yet: Array Object on the wiki.

    While I'm not aware of a tutorial specifically targeted at arrays, I do believe the puzzle example I made gives a good practical insight in how to use arrays. Maybe have a look at this cap: http://dl.dropbox.com/u/2306601/puzzexam1_array.cap

    On a sidenote I advice against using the Advanced Camera plugin, since it's outdated. Linkman himself provided the superior MagiCam plugin. You should get that one instead!

  • The problem is non - existand when game maker uses just couple of layouts, but starts to be anoying with more complex, multi-level games. as in any game there are some conditions that should always work aside from whats going on on the screen (ESC button for quiting, fullscreen button ect). But i know we can import whole sheets into sheets but still theres no such thing as General Sheet with events that are always present - whereever we are in game.

    i think having a Sheets for a whole Aplication (Global Sheet?) wouldnt hurt, and for 100% would make some peoples lifes easier and better organised ("OMG why movement stoped working???? [4h later after re-checking the whole event for errors for 1032 time] oh... right... i forgoten to include controls sheet in that layer...")

    Did you know that you can have any number of event sheets and include them as you like? So you could make a Movement sheet and include it in every layout where you want the player to be able to move, for example.

    I think this pretty much makes your suggestion obsolete, if I understood correctly what you were saying.

    EDIT: Ah my bad. You actually want global event sheets so you don't have to include them, right? Not sure if that would be really feasible. Is it that much of a pain to include what you need? I may be wrong.

  • I made an example which is a bit of a mess I admit, using INI and Hashtable object:

    http://dl.dropbox.com/u/2306601/spelly.rar

    Up and down arrow keys select the spells. Press space to "cast" the spell. The Global variable 'MaxItems' controls the maximum amount of spells that are shown in the list at once.

    Some stuff in there is deliciously wonky, especially regarding the panel object. I don't have the patience for a more sophisticated example right now. Hope it'll be still useful in some way to you.

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  • I like the vibe I got from reading through this project description. The constant threat of being shot at sounds like it would make for an unnerving gaming experience.

    Since you're talking about the sniper triggering traps I wonder if you do plan to base this engine on physics. Could certainly spice up things I imagine.

    You are Mr. Duncan, the father of a single child, Duncan Jr., who you, by instinct and self-defense, accidentally used him as a human shield for a bullet that was intended for you

    That was kind of a LOL moment for me tbh. How do you accidentally use somebody as human shield, let alone your very own son? Wouldn't it be more intriguing if he just got accidently in the line of fire?

    Other than that I have to say I particularly like the idea of being able to use NPCs as shields. I still wonder how that would actually be included in the gameplay.

    That's my thoughts for now. Hopefully there will be some media from the game soon. Good luck with this project!

  • you mean the "trigger once whole true" under "special condition"? how should i add it?

    after my normal conditions or before? or as a sub-event? i am asking because when adding it after the conditon the sound stoped working. as a matter of fact i wanted to use it for diffrent puropus too but it doesnt work also. so what i am doing wrong?

    You would add the Trigger once condition after the other conditions. A subevent would also work. So from what you're telling me it doesn't seem like you're making an obvious mistake. Maybe share a cap or show at least a picture of the event.

    also how do i.... emmm. loop commands? i mean more like - "how do i point which commands should be looped"?

    When I mentioned looping your sound I was actually referring to this:

    <img src="http://dl.dropbox.com/u/2306601/audioloop.png">

  • A quick hack of your cap:

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

    Just uses an Array to hold 2 variables basically. You could also use 2 PVs or Globals instead. Don't really get what you intended to do with that timer, but oh well, I'm in a hurry right now. Check it out.

  • another question but not connected to sound is: how to set the same image points for a whole set of animation frames? my sprite has 10 of them and i just dont feel like setting two for each of them manualy

    Yes, if you hold ALT while you click to set your image point, it will be changed for all frames of the animation.

    oooh so its not like the Construct play one after another each at the time but starts raining with them? but how can i do that it playes right after another? should i check the exact duration in ms and then enter command "wait" wih that ms?

    i dont know how to execute that

    imagine spaceship, when it moves - the engines makes an ambient sound. and i want that sound to play endlessly on loop untill player stops moving. how you would do that?

    Well you can specify to loop a soundfile when you load/autoplay it. I bet you noticed that. You just should make sure that the event is only executed one time, and not all the time. Depending on the events you use the TRIGGER ONCE WHILE TRUE condition might prove useful.

  • maybe the event is responsible?

    because i have attached the sound to an constant action. literaly to the moving. so every time my object moves a SFX is constantly playing untill he stopes.

    If you have an event that runs every tick and plays a soundfile, I imagine it would go crazy. Try to play it only every x ms for example.

  • First of all i am a bit disapointed that Construct cant play mp3 file but oh well.

    Construct most certainly does support mp3s. Use the "play music" action to do so. One look at the Xaudio wiki page clarifies which formats are supported.

    i am trying to play a sound effects here and it either doesn play or play badly.

    whenever i try playing wav files (and they are metting all the requaired prosperities) they just dont play.

    when i try to use ogg they DO play but the sound is not only bad quality (like being riped and twirled or like 1 milisecond echo) but have that ugly pick at the end when it ends playing.

    when i preview the wav it plays just right.

    when i preview the ogg - Construct crashes or just doesnt start previewing

    runing the game with debugger and wav sound leaves me with such window:

    Debugger first-time message:

    XAudio2: Failed to load file from disk. Check the filename exists and that file is of a supported format. (0x80004005)

    any idea what the heck? and i would gladly use that XAudio2 tutorial from the wiki but the link is dead or broken leaving me with 404 error.

    Do you have specified the correct path to your sound file? It should be apppath&"filename.xyz" if the sound file is in the same directory as the cap file.

  • Hey, this is pretty great! Playing it made me swear a lot, in an entertaining argh-I-keep-dying way. The pumpkin in the beginning is kind of confusing though. I think if you slice it you should get a 1up. That much just makes sense.

    Yes, apparently I made a pretty hard game. But nobody likes easy games, right?

    You're about right with the pumpkin. Initially it was supposed to give you back some of your health. But I originally made this in 1 month for a competition and knowing my workflow many of the planned features got canned.

    Thanks for playing and feedback!

  • Alrighty, new problem. I'm trying to make NPC crowd thingys to, on startup, move to a random node. This isn't working, and again I think its a picking problem. I just can't get my head around it. Thoughts?

    All of your Crowd_Node sprites have the same ID of 0. But there's also a problem with the picking. Try a For Each NPC_Crowd loop and pick the node with the right ID the other way round: Crowd_Node ID equal to NPC_Crowd Target.

    And you don't have to run the MOVE TO event every tick. There's prolly more room for improvements, but I'm a bit in rush right now. Fixing the IDs and using the loop should work for what you want though.

  • SCALE BEHAVIOR

  • I have to agree with Vrav here, that's certainly a charming graphics style right there!

    Well, the main thing i work hard was the possibility of change the control keys at the game start!

    Since you provided the cap, I can see that. There's a lot of events.

    I just added customizable controls to an older game of mine and it can be done much more easily with the great Input System plugin. It will also work for using Gamepads. This will cut down your events to a minimum.

    I'd like to see an EXE build of this with maybe a few more levels and the sounds which are missing. Really interesting work, keep it up!