R0J0hound's Forum Posts

  • I suspect it's unrelated to Construct since at no point is Active Movie used in Construct.

  • In an effort to nail down the rules:

    1. When an object is created it becomes the only picked object of that type for the actions below it and in sub-events of the event the object was created in.

    2. The new object can't be picked in the following events with the same nesting level as the event it was created in (unless it was created in a top level event).

    3. Once a new toplevel event is reached the new object can be picked like normal.

    To illustrate:

    https://www.dropbox.com/s/rik6uta4kuojf ... g.GIF?dl=0

  • Hey cool,

    Thanks PixelRebirth, I was not aware that created objects could be picked in the next toplevel event. That will make my eventing easier than waiting till the next tick. My assumption came by trial and error, but obviously I didn't try everything.

    So here's a better solution to the initial problem:

    Instead of rotating the objects the next tick, just add another toplevel "Start of Layout" event.

    http://dl.dropbox.com/u/5426011/fixed/ex_pick2.cap

    Cheers

  • When you create an object it becomes the only picked object for the remainder of that event. After that the object cannot be picked until the next tick (or frame).

    A way around it is to do the actions on the next tick, or in our case tick 1.

    + System: TickCount Equal to 1
    -> Sprite: Rotate 90 degrees clockwise
    -> Sprite: Set filter to Red
    [/code:2zpv0m47]
    
    [url]http://dl.dropbox.com/u/5426011/fixed/ex_pick.cap[/url]
  • Set it up like this (indented lines are sub-events):

    + System: Always (every tick)
    -> Canvas: Clear to transparent
    -> Canvas: Set position to object Player1 (image point 0)
        + System: For each Friendly ordered by Friendly.Y Ascending
        -> Canvas: Paste Friendly into canvas
        + System: Always (every tick)
        -> Canvas: Set position to 80, 120
    [/code:3bpuu9z6]
  • The canvas object will do what you need.

    http://dl.dropbox.com/u/5426011/examples3/camera.cap made in 0.99.96

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  • This topic has a good solution: http://www.scirra.com/forum/viewtopic.php?f=3&t=8082&p=62182

    The "Show Window" action of the Window object.

  • This is the SDK to get:

    Windows? Server 2003 SP1 Platform SDK Web Install

    http://www.microsoft.com/downloads/en/details.aspx?FamilyID=a55b6b43-e24f-4ea3-a93e-40c0ec4f68e5

    When it gets to the point to choose what to install unselect everything.

    Then only select:

    Microsoft Windows Core SDK->Build Environment->Build Environment(x86 32-bit)

    That will give you the atl and mfc libraries and reduce the download size to about 20 mb or so.

  • Here's my attempt of the A* search algorithm using nodes. Enjoy.

    Download:

    http://dl.dropbox.com/u/5426011/examples3/astarNodes.cap made with 0.99.96

    References:

    http://www.policyalmanac.org/games/aStarTutorial.htm

    http://en.wikipedia.org/wiki/A*_search_algorithm

  • 1. You can load the png into a sprite which has pixel perfect collision.

    I don't quite understand what you mean by having part of the player sprite underneath, but you can change the drawing order of sprites with "Send to Front" and "Send to back" actions.

    For multiple collision boxes you can use another invisible sprite and always set it's position to the player sprite.

    2. Change the drawing order of the enemy sprite with the "Place behind another object" action.

    Collisions can occur even when objects aren't visible.

    3. Here's a behavior that you may find useful for that:

    http://www.scirra.com/forum/viewtopic.php?f=2&t=5693

  • Unless you put the python script as a sub event of "Start of Layout" it will be run on the first frame. Everything under "Start of layout" will be run before the first frame. So "Word" doesn't have a value at the start of the layout, hence the error.

  • The simplest way that I can think of would be to just use a hashtable, with no private variables.

    Just setup the table like this for each object you want to get the name of:

    + System: Start of layout
    -> HashTable: Insert key str(Sprite.OID) with value "Sprite"
    -> HashTable: Insert key str(Sprite2.OID) with value "Sprite2"[/code:2ad5ng9p]
    
    Then you can retrieve the name later with the OID of the object:
    [code:2ad5ng9p]-> Text: Set text to HashTable (str(Sprite.OID))[/code:2ad5ng9p]
  • Cool, needs an erase though.

    Art:

    {{334,313},{340,338},{356,360},{368,379},{389,392},{416,366},{438,346},{454,325},{473,302},{480,272},{479,247},{449,237},{423,222},{394,233},{359,250},{374,233},{343,269},{338,292},{273,196},{289,181},{290,153},{298,115},{299,126},{321,112},{342,105},{356,100},{382,103},{391,123},{419,137},{437,121},{442,107},{427,83},{392,65},{407,77},{369,47},{337,40},{309,37},{279,43},{253,53},{222,65},{206,79},{186,96},{168,116},{148,137},{137,165},{133,194},{124,221},{130,243},{136,276},{143,308},{165,331},{186,355},{209,381},{224,389},{213,357},{229,328},{244,309},{235,284},{213,255},{221,223},{241,199},{282,194},{299,167},{264,206},{139,257},{403,372},{193,325},{191,288},{159,265},{191,210},{154,197},{207,181},{174,169},{192,134},{206,153},{234,153},{256,166},{264,112},{234,124},{209,103},{252,86},{305,75},{282,92},{334,68.9999847412109},{363,75},{373,277},{403,298},{423,308},{443,285},{420,258},{396,266},{363,307},{394,319},{406,345},{378,341},{459,258},{459,223},{435,223},{219,303},{167,306},{199,232},{173,239},{154,223},{195,271},{263,140},{412,105},{0,0}}@loopindex(106)[/code:2wvcgqzk]
  • If you are using python you can remedy the problem by running a python script at the start of the first layout you run to initialize python. It can be simple as -Run Script "". Construct currently only initializes python when the first python script is run.

  • Uncheck "Enable Scripting" to eliminate the crash. The crash is from python not getting initialized and 700 objects getting created. This will be fixed in the next release.