Rhindon's Forum Posts

  • Yarfapet - LOL Well, that'll do it! I did think about using the Disable Group action, but I wanted to see if I could better understand how I can utilize TimeScale. Thank you for your time! I deeply appreciate it.

  • CAPX: https://www.dropbox.com/s/cb5vw9o59o2hc ... 1-1-1.capx

    Please bear with me; I'll try to keep this concise and clear.

    This is what I want to happen...

    When object MrBlue collides with objects BlockBird or Eggsplosion, the game is over.

    • All objects EXCEPT the GameOver sprite font should be set to TimeScale 0 (zero).
    • The layer "InfoScreen" should turn visible with a red tint and the GameOver sprite font should fall down with its physics property active.

    However...

    I've tried setting the TimeScale of the whole game to zero and the GameOver sprite font to 1, but that doesn't work.

    I've also tried adding all objects (except for those on the HUD layer) to a Family object and setting their object TimeScale to zero, but that doesn't stop certain objects from spawning and moving along.

    None of this is working...obviously, which is why I'm here. LOL

    The lines to check out are on 71 - that's where the game over scenario begins. Also see line 36 (the AmIDead instance variable is my attempt at an alternate solution to keep the spawn objects (off-screen) from generating new platform instances).

  • And if you're paranoid, just download the thing once a day.

    Who says I'm paranoid??? *twiddles thumbs frantically and twitches randomly*

  • Just to verify, on the page you link to, that counter at the top will update every new download, right? Because if not, I don't know where to check when you've reached the millionth download.

  • If that's the case, likely with the platform spawning objects...

    ...I'm going to try to add all GAMEPLAY events into a very large, single group and disable it when paused/game over... I'll also check on the dt issue.

    SUCCESS: pending

  • sqiddster - Well, that stopped all the objects presently on the screen. But it didn't keep the objects from spawning new ones. The system is still moving forward, timers still ticking down...

  • sqiddster - Aaaah! Brilliant!

  • Is there a way to Pick one layer and set the Timescale to 0 (pause) while the other layer(s) are active?

    I have one main layer where the action takes place and then the layer that I want to use for the main menu/game over/pause screen.

    There's probably a lot I don't know about Timescales, though. LOL

    Thanks for your help!

  • - OH! Okay. I thought that's what you meant. Yeah, I've started using that a little more often lately, too. Just so I have objects ready to spawn if they're not initially part of the set-up. Certainly is handy.

  • - I think I know what you mean, but would you explain what you mean by "Dummy Layouts"?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I love the arcade shmups of the 80's. One of my favorites is Pooyan, simple shooter, simple graphics but addictive game play. For some great game play check out MAME...

    I'll have to check that out later on. Pooyan sounds only ever-so-familiar...hmm...

  • I LOVE Construct 2!!! I'm hoping for that business license, but I'll still buy it (when I'm ready for it) if I don't win. I'll take the monkey or the Amazon card next. What's not to love about a British Scirra monkey??

  • One thing I've always found very useful in both C2 and CC, and something I commonly do when I code, is exploit the Event Cycle. That is writing code that take advantage of the fact that nothing gets drawn on screen until all the events are done and that said events are always executed top to bottom.

    Aw man! That's the kinda stuff I'm looking for! That inside-the-mind-of-C2 info. I wanna know every "gear" and "cog" on the INSIDE of this 2D engine. Because I'm pretty sure I've been with the (false) understanding that events updated upon completion. For example...as soon as an event is proven true, it runs the action, when the action is done, that's it! It's out there for the player to see and interact with. But your new info is going to help me be all the more mindful of testing for bugs and setting up my events.

    THANK YOU!

  • pixel perfick - Aye. I only use Boolean when I know that I only need two different states to check. That way alternate, unwanted values can't get accidentally added.

  • BluePhaze - I already understood the concept from your last description, but now that you've broken it down further, man, I'm just STOKED! That reasoning is beautiful and I'm going to start doing that from now on, too.

    On one hand, it might seem like overkill, especially when C2 has similar/the same events/actions already built-in. But as you said, there are precise states/actions that an object can be in that C2 doesn't have a account for. I think the trick will be, first of all, to be clear in one's own mind as to what those states are compared to any other state it can be in...isJumping vs isNotOnFloor vs isFalling vs walkedOffLedge...