PixelRebirth's Forum Posts

  • PixelRebirth, I don't know if I should use an unstable version if I'm not one of the engineers working on this project.

    There's no need to be overly afraid of the term "unstable". In fact you'll get some sweet new features from more recent Construct versions. Which is why most users on the forum (who surely aren't engineers either) are working with those "evil" unstable builds.

  • On further investigation this seems to happen when the platform behavior controlled sprite and the solid object it collides with are BOTH set to bounding box collision. If one of them is set to per pixel, it will work.

    In your example Uberlou youre using a tiled background which would be automatically bounding box collision. Try setting the player hitbox to per pixel collision and it'll work again... heh. Or just use the workaround.

  • I bet you use still use version 0.99.62, which is the latest marked stable. But most people here on the forum use a more recent version, often the very last release. Look for it in Construct Discussion.

    The cap was saved in 0.99.7. But you can just grab 0.99.84 I guess.

  • Use physics behavior.

    lol, I knew someone would say that. I don't want to use the Physics behaivour because it interacts awkwerd with other objects, and I only want objects to fall down untill they hit another object and stack on it (Like Tetris). Sorry, Thanks for your reply though.

    I was about to say the same thing as Lost my Keys. But now that I know what you need it for, it's obvious you can't use physics for that.

    There are Tetris examples somewhere and the forum btw. Maybe do a google search.

    Still I made this example

    http://dl.dropbox.com/u/2306601/cubebust1.cap

    to kind of resemble your pseudo-code. Maybe it'll be helpful to you. Cheers.

  • I'm having a problem with platform movement when I jump and hit a low ceiling. The sprite seems to stick to the ceiling though I can move left and right. Is there a checkbox or something that I'm missing? Example cap (v99.84): http://www.louisferina.com/games/jump_test.cap. Ill report this as a bug if there's no solution.

    I tested this in 0.99.7 (which is still my favorite unstable version) where it still works fine. In 0.99.82 and 83 however (don't have 84 installed) it sticks to the ceiling like you described. There are numerous platform behavior fixes that are already done and may very well be in the next release. So hopefully it'll be fixed soon.

    Meanwhile you can use a "Ceiling just above" condition and set the vertical speed to a higher value like 60. That should prevent the player from sticking at least.

  • Maybe because I'm using an unstable version.

    Aren't we all?

    Well, go to layout shouldn't freeze, that's for sure. Maybe you'll find what's causing this by checking your events (delete some and test ) or somebody experienced that bug already and can give you hints. Anyway, good luck with your project!

  • I used Go to Layout but the game freeze

    Too bad.

    Care to share a cap? That way you surely could be helped.

  • If you want to reload a level just choose the "Go to layout" action of the system object and enter the name of the current layout. By referencing the same layout that is currently being active it will basically be restarted.

  • That's basically what I wanted to do:

    Extract a bunch of information from either a text file or some other means, into an array.

    I just didn't know whether there was a simpler way to do it than manually telling Construct to set each array value.

    So it wasn't completely improper to post this wip example?!?! I'm glad.

    You'll find yourself using For each element and loops in general a lot when working with arrays. At least that's what I do. Good luck with your project(s)!

  • I have used arrays quite a bit, but I have to admit that I'm not sure what it is that you're trying to achieve.

    I've got to build 16+ 10x10 arrays (or possibly a 10x10x16 array, whichever is easier) made up of nothing but A04AB2A1A3B0D1CAC2 and so on (tiled level data). I could make an INI instead but it would be freely editable and take forever to fill in the data. In essence, I could brute force write it but it would take days.

    So where does this data "A04AB2A1A3B0D1CAC2" actually come from?

    Of course you can load strings into an array from a plain text file. I was just sitting here working on an example that involves something like that:

    http://dl.dropbox.com/u/2306601/gettokenthing06.cap

    Think of the text object SourceText as the text file. The Size of the array is determined by the source text and the different values/strings are put into the array using delimiters. I just had a vague hunch that this could be interesting for you.

    Other than that you'll have to explain the problem further for people like me to get it.

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  • *facepalm* So by your logic if I understand a few simple things I understand everything?

    Why is there a help forum then...

    Honestly if your gonna be a jerk about a simple request for some documentation then you might as well not post >_>

    Wow, attitude fail...

    I won't use any further effort to respond to that, I'm sorry.

  • Lol i've already made a simple defense shooter so im decently knowledgeable when it comes to construct... Lol

    If that was completely true you wouldn't have had to pose the questions you asked in this thread in the first place. So I think Guyon has a point.

    If you can't come up with a concept on how to do this AT ALL, chances are you aren't yet experienced enough to take on this project. Don't count on somebody doing the events from scratch for you.

    It's not my intention to sound mean or anything. It just appears to me that you still should take a deeper look into Construct first of all. And then grace us with specific questions on the concept you've come up with. It's just the whole "do my game for me" kind of vibe (to phrase it exaggeratedly) that doesn't sit very well with me.

  • So far if you have 10 instances of an object and you want to issue a command to one instance, you have to assign a private variable to all of them, and use a "for each" and "compare" and then you can issue some commands to the specific object. But this is slow and if you need it a lot in your project can slow down the fps and is quite annoying to code so much each time.

    That's not accurate. You don't need to have a "for each" loop to do this. A simple "compare a private variable" condition will do. I replied to your previous help/tech post with a basic cap example.

  • I take it you didn't stumble upon the S plugin yet?

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

    Also you could store more information in a single string if you use delimiters. Not saying that it's handy in most situations, just saying...

  • I like bad jokes, so here we go:

    A man rushed into the doctor's office and shouted, "Doctor! I think I'm shrinking!!"

    The doctor calmly responded, "Now, settle down. You'll just have to be a little patient."