scidave's Forum Posts

  • Ok, I'm sure there is an easy answer but it eludes me...

    I decided to go with car behavior for now, I kinda like the controls even though its not "true" space.

    I'm dynamically placing objects (like an enemy ship). However, to actually create the object I have to place it somewhere during creation time. The common thing to do (shown in tutorials) is to place it off the layout, but this doesn't help in my case because the ship travels off the layout as well. How to create a sprite and NOT put in statically on the layout during creation time??

    A more complex problem. When the player flys over a planet they may have an option to "land" on that planet. This causes the player to move to another layout just for that planet. However, when the player decides to "takeoff" and return to the space layout, everything is back to the way it was during game start. Is there a way to keep state between layouts? So the player's ship will be over the planet when you return to the layout?

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  • >>Enable unbounded scrolling and you can scroll anywhere!

    If you do this then you will have to place all of your planets, space stations, etc. at runtime

    I can't believe I gave up on this before. I tried the unlimited scrolling a day or so ago, but once the ship got off the tilebackground of the starfield, then it looked weird because it was all black. I didn't even think of dynamically generating more starfield. I still think I may not be doing it the best way possible. What I do is check if the ship object is not within a certain distance of overlapping the starfield, and if so I create a new starfield. This ends up overlapping the old starfield. To help deal with this I destroy the starfield when it leaves the screen. I'm getting some choppy behavior sometimes.

    Here is the .cap. http://www.mediafire.com/file/3zy1jym2n2r/unlimited_scrolling2.cap

    I'm using car behavior, because physics behavior still has 20000 limit. Still I think this might just work out. I'll have to look into making an editor, haven't tried to before.

  • Hey,

    I have this idea for a space game but when I actually sit down to write it in Construct I'm drawing a big blank. I've read lots of info on scrolling and have gone through most examples of .caps on the board that scrolled. Here is what I'm trying to do:

    I'm trying to make a game similar to an old space game called Solarwinds. The game would always show your X and Y coordinates. You would get missions like "Go to the planet at 500,500" or go talk to the ship at "10000,10000". I need to be able to create objects (planets, aliens, star bases, etc) at certain points. I also need to be able to give the impression that the world is much bigger than a 2000 x 2000 grid.

    So some options are to keep the player in the middle of the screen and just scroll the starfield background. However, then the X and Y coordinates wouldn't be updated. To solve that I could increment a "fake" X and Y in global variables, but then how to solve placing objects on the screen at X and Y coordinates. I think collisions and other actions based on X and Y would be a nightmare as well??

    I think the option of actually moving the player are a no go because of the size layout....you would eventually run into the end of the layout.

    I'm starting to think this infinite scrolling is a bad idea and I should just implement jumpgates or something like that instead. Of course, even with jumpgates I still can't be having the player fly to the "edge of space" all the time. So I guess I still need some way to have infinite scroll even in that case!!

    I'd appreciate any ideas!

  • Looks like the limitation is 20000 x 20000. I updated the wiki to state that.

    I figured there was a better way to give the appearance of a large world without making it ridiculously large. I'll have to experiment some with scrolling backgrounds then. I still want the world to seem large as in: the x and y coordinates still increment to a large number, and I can place objects at large x or y position. Once I figure it out I'll post an example. Cheers!

  • Hi,

    I ran into a strange bug in version .98.9. So I found a cool example .cap of a space game on the forums that had walls around the playing area that was 4000 x 4000. I removed the walls on the left side and increased the playing area to 50000 x 50000. Now when I fly at an angle south east I lose all movement control around 20000, but the game doesn't lock up because I can still fire. Any ideas why this would happen?? I'm not sure if this is a Construct bug, or just doing something stupid with the .cap so I didn't want to post a bug report yet.

    http://www.mediafire.com/file/1z2d52mzx0k/large_arena_space.cap

    btw... Would you recommend learning on version .98.9 or using the latest dev build?

  • Thanks guys. That clears things up really well!

  • Thanks! I added a mouse click trigger and that solved the problem. I guess I don't fully understand why a For Each Key would run every tick, but I'm not that familiar with the event system yet. Once I get the hang of all this mundane stuff, hopefully I'll make a really cool game.

  • Hey all,

    I'm trying to go through the different areas of Construct and learn how they work. Right now I'm looking at processes. As you can see from the pic below, I'm simply populating a hashtable and then trying to print out each value. The hashtable is fine (there are only 37 keys), but when I do this last event:

    For each key ... EditBox: Append text Hashtable.CurrentKey.Newline

    instead of printing out the list once, it goes into an endless loop and prints the keys over and over...

    I've looked at the different hashtable examples on here and it hasn't helped out. Any ideas?

  • I just discovered this project last week. Very impressive to say the least!! I was going to learn Gamemaker, but this looks just way cooler plus I'd be helping out with an open source project. As I learn about new areas, I would like to help with documentation. I also have plans to do a tutorial at some point. My username on sourceforge is also scidave.

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