scidave's Forum Posts

  • How to keep objects global, but have them not interfere between different layouts?

    I am working on having the player transition to different layouts and back. All objects, besides those physically added to the layout, must be global because otherwise they will diappear when returning back to a layout.

    The problem is the object will then appear in ALL layouts. I don't want that, just want them to appear in their own layout. The only thing I can think of is when exiting a layout make all of such objects invisible and not solid?? Also, I will have to make sure all triggers based on interaction between player and global objects (on other layouts) are turned off. Then when returning, restore their x and y position, make them solid if they were previously, and then make them visible.

    This is starting to get tedious, so I'm wondering for those that have already done this if there is a recommended way!

    Thanks

  • Awesome new release!!! Keep it up devs! Fixed a bunch of bugs, one that I just encountered in .42 then installed .5 and its fixed!

  • Yes, minimap is working again for me.

  • great idea! I'll have to give it a shot.

    I'd still love to see one of the developers show a simple example of how the python scripting additions are useful. I have programmed in Python before (lots of Pygame especially) so its not like I don't know what Python can do. The only value I see in scripting is doing things that you can't do in events. I'll mess around with it more as well and if I come up with anything interesting I'll let you know.

  • Your idea of checking the hashes is pretty good. Just keep in mind that it will only keep "honest" people honest. It does little to prevent a "hacker" from using a modified INI file. The reason why is the hacker can simply find the place in the .exe that checks the hash and simply patch it to always go to the "OK" state. This is not hard, probably only take 10 min or less to do.

    That being said what you describe will keep average gamers from messing with the INI.

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  • The Python features aren't documented well, so its hard to determine exactly what you can do with them. However, what I would like to do is find a way to pass some text to an outside program (python or whatever) for processing and then have the result stored back into a global variable. The execfile function will run an external python script, but I don't believe execfile returns anything.

    Any ideas on the best way to do this?

  • systemofrm Yeah, I'm guilty. I think it's easy to download something and think "man that's really cool and then completely forget to comment". but I know the feeling when no one comments.. You showed all sorts of awesome ways to use particles here. I didn't even realize how many cool things you could do with them. The fireworks were really nice.

  • Arima Good idea. The more I think about this its probably better suited to be implemented by the game developer than built in. Probably not worth adding into the IDE.

  • lucid Yes, global objects work. However, there is something buggy even then because I have had a global object at lets say 1000,1000 enter a layout and when returning end up at 0,0. Guess I should submit a bug report.

    Even assuming you are using global objects, you still have to keep track yourself in each layout whether you have entered the layout for the first time or subsequent times. As I mentioned before, this can be done with events (check a global variable or enable/disable groups), but this seems like something that would be better built into Construct.

  • It would be nice if Construct had a feature that you could check in the layout for "persistence". This would be similar to what GameMaker does. So if you had an RPG where you need to revisit a layout you could just do that and not have to worry about losing the state of the layout.

    I realize that you could create persistence by using events (and I've done it), but it takes a fair bit of work to save the location of all of the sprites on the layout. This seems like something that should be done by Construct since it would be required in any game where you have to revisit layouts. Of course, it would probably have to be done in a 1.x release.

  • NoSoul Thanks for the nice words.

    I have added part3: combat

    http://www.box.net/shared/onmoubfjk7

    <img src="http://i26.tinypic.com/f3cp55.jpg">

    This tutorial covers things like groups, functions, combat (with LOS) and plasma object. It assumes you have read the prior two tutorials. As before please give me some feedback. I might take a break for awhile due to how long these things take to make!

  • Thanks Ashyraccoon and Ashley. Animation frames completely skipped my mind. It makes much more sense and is simpler too!

  • I see that there is a way to create object by name, but I can't find a way to destroy object by name. Essentially what I am trying to is I have three health sprite images called health1, health2, and health3. The player will have a private variable starting at 4. When the player is killed the pv is decremented by one and if not 0 the corresponding health & pv is destroyed...

    However, I can't find a action to do that. Any ideas?

  • Really cool game! Especially liked the cut scenes. Good choice in music too. I made it to level 7 before it crashed on me. Never thought I'd have so much fun on a stick figure game!!

  • lucid What you are describing would be awesome and a very useful addition! Can't wait to see an early prototype!