Ashley's Recent Forum Activity

  • You've gotten all your layouts and event sheets confused! You should give them appropriate names to make it clearer (not just layout X events).

    On the layout 'Level 3' - the one which isn't working - check its properties (click an empty space in the layout or select it in the project bar). The 'event sheet' property is set to 'Layout 6 events'. If you look at the event sheet 'Layout 6 events', all it contains is an event to set Text3's text. So the collision event isn't even tested for Level 3!

    'Layout 4 events' contains something like what you want, but it tests for a collision with Sprite7. The spikes in Level 3 are called Sprite3.

    You should keep your project organised to avoid problems like this. Firstly, give everything proper names (objects, layouts and event sheets). Secondly, copy and paste the same object between layouts so you dont have multiple objects which look the same but are different (eg Sprite3, Sprite7 - confusing huh?). Finally, I'd make sure every layout has its own event sheet, and use a separate event sheet for common events (like for showing how many lives you have left). Add the event sheet in application properties, and in each layout that needs those events, add an Include in the layout's event sheets. That way, you shouldn't get confused with which layout is using which events.

  • This is fixed in the next build. Many thanks for the bug report - it turned out to be a very subtle rounding error that caused out of bounds memory access. This meant false positives on collision tests, and also possibly even crashing. I was suspicious something was wrong in collision testing (I'd had problems before), and this bug report helped me track it down. Thanks

  • when i click "global", nothing change, in my new layout, the object do not appears automaticaly in the list

    No, but it will appear in the event sheet editor. You should be able to copy+paste your object to another layout, too.

    [quote:2k7v8pv3]And other question, i selected Solid fo an object, but my platform controller sprite just pass through it!

    You must've done something wrong - click File - New - Template / Example, and open the simple platformer example. That shows how a platform behavior stops when it hits an object with the 'Solid' attribute.

    [quote:2k7v8pv3]and the text that should say the lives, dont change when the Player colides with the spikes, as i programmed

    How did you program it? You need to tell us, otherwise it's pure guesswork!

    If you're new I'd highly recommend you complete the Ghost Shooter Tutorial.

  • I'm 21... ranking in about average by the sounds of it so far.

  • In theory, it's possible, but I think it would be prohibitively much work for just three developers. I think we'd need a larger team of code contributors before we could seriously think about any kind of porting.

  • Good advice so far, but one more important one: devour as much as you can of the wiki. It's nowhere near a complete documentation yet, but there are some good articles on there that you can learn a lot from - lots to learn there. Namely Application structure, Expressions, the System Object reference, TimeDelta, Effects, the Function object, Optimisation tips, Containers and Conditions. In fact, for anybody who's serious about making stuff in Construct, I'd recommend those as essential reading!

  • Is it possible to set few light sources with Bumpmapping?

    Hmm, maybe... the method you described might work, but I'm not sure it'll get the angle of the highlights to correlate to the position of the bullet lights. As for creating and destroying lights with bullets, that's easy - just put the lighting sprite in a container with the bullet object. Since 'Create' and 'Destroy' actions create and destroy the whole container (see the article BROO linked) then the creation and destruction of the lighting sprite is taken care of automatically.

    [quote:22yv3sjd]Second Question

    Definitely containers for this one, again see the article. But you never ever need to use the spread values paradigm in Construct! Not only does it make for horribly messy events, its algorithmic efficiency is appalling as well, and Construct has much better alternatives. It might take you a bit of extra effort to learn how to do it in Construct, but it is definitely worth it. For example:

    + Start of layout

    -> Spread value 0 in Sprite

    -> Start loop "blah" Sprite.Count times

    + On loop "blah"

    + Sprite value = loopindex("blah")

    -> Actions to perform on Sprite individually

    This can succinctly be rephrased in Construct as:

    + For Each Sprite

    It's quicker, easier, neater, and runs a hell of a lot faster too

  • No, you don't need double slashes anywhere in Construct.

    Can you post a .cap file that isnt working? Maybe make it try to run calc.exe so we can use it (none of us presumably have this update.exe file).

  • Ooh, hadn't seen this yet, that's cool! Have you thought about adapting it to make a water-waterfall? (as opposed to... slime... waterfall... slimefall?)

  • Hmm, I had a quick look and I can't figure it out right now. Looks like paste in to canvas stops working as soon as you scroll away from (0, 0). Put it on the tracker and we'll have a look when we can.

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  • Lol, a shame for the rest of us that didn't work out.

    My favourite story today: http://i37.tinypic.com/2hpnn0l.jpg

  • I am certain it is a bug. I modified the .cap to make it move slowly and used a text object to display when it was overlapping a barrier. It clearly was registering an overlap when the objects were not touching. Since 'On collision' basically checks for an overlap with a built-in 'Trigger once', these false-positives would intefere with the On Collision triggering. So I'll try and sort out something for the next build...

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Ashley

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