PixelRebirth's Recent Forum Activity

  • 1. - All ships choose the same Way-point

    I don't know how to tell the ships to choose their own way-points and stop being such hogs.

    First I thought it was just a matter of maybe putting a For each loop somewhere in there and indeed some of your events didn't look like they were doing the picking quite right, but on further investigation it seems there's something messed up with the RTS behavior. It either just moves the first created object or picks them all it seems in some cases.

    One case being doing the action at start of layout:

    Recreated it in a simple cap (Start of layout -> RTS move to object Target) and it still only moves 1 instance.

    Other than that putting a Delay condition in there seems to break the picking again. It will move all instances... quite annoying.

    Well, I hacked your cap a little. Got rid of the Wait object, replaced it with a private variable. Also couldn't use Start of layout for the first move action. That's also fixed by setting that private variable to 0 at start. Guess you'll have to look into it.

    http://dl.dropbox.com/u/2306601/RTSthing.cap

    2. - The bullets only come from one of the ships

    When the bullet shot from the enemy is created, it only comes from the first created ship, not from the one that want's to shoot me.

    Can't say I'm an expert for this since I haven't used LOS for anything so far. But what I can tell you is that you should spawn your bullets from the object directly. So don't use System create, but try the Spawn object action of the ship sprite itself.

    I changed it a bit accordingly. All of the ships are shooting. But for some reason the LOD seems still off. It seems hardly predictable when ships will actually shoot. Somebody else might know how to handle this better, or maybe I'll find out once I fiddle around with it.

    3. - I don't know how to change the angle of the enemy ships when they are going left/right (I.e. player)

    How would I get the ships to look left when going left? Or vise-versa?

    That one is quite easy. You should check "rotate object" under RTS behavior. Then go down to your object's angles and select N angles. Set the number of angles to 2. Be sure to have auto mirror checked too, and you'll have the plane facing left when going left and right when going right.

  • My problem is that when the player kills more than one ghost at the same time using a barrel (which is bound to happen), the system only adds 1 to the "Kill Count" instead of the correct amount of ghosts that where destroyed. How do I solve this?

    Sounds like you need a For each object loop here. Try to set up your event like this:

    <img src="http://dl.dropbox.com/u/2306601/foreach1.png">

  • How come newt has the insight on how presents are handled in Santa's workshop? That's quite shocking news!

    And a cool concept for a nice xmas game I have to admit.

    I do have a little problem though, because at a certain point it doesn't seem to let me add any more presents. I figured it might be part of the gameplay, but it seems random too. I end up clicking wildly hoping for a present to spawn. So how's the limitation actually handled in this?

    Scratch the tiny part, was being stupid.

    Also let me mention that I probably wouldn't have bothered to download and try this game, if it wasn't for newt posting it. Why not add a screenshot to the post to get people interested? This is a cool looking game after all!

  • Ever heard of the SpriteFont plugin? Look here: SpriteFont Plugin

  • Hi

    How do I do save load function with window, i need select folder and i need to write save name.

    How to it?

    Only cap file please....

    I need pop-up window

    There's an object under Controls called Common dialog. Add this object to your layout. It does have actions like "show save dialog" or "show open dialog".

    I'd also recommend the File dialogue plugin by lucid, as it is more flexible.

  • Since you're doing this:

    + System: Always (every tick)
    -> Text: Set text to global('o')
    -> System: Set global variable 'o' to global('o')
    [/code:qxf2qowr]
    
    it can't really work. You're setting the text to the global variable 'o' and you're setting the global to it's own value, which naturally doesn't change anything.
    
    If you want to do what I assume, which is setting the global variable to the editbox text and then displaying that global variable with the text object, you need to set the global to Editbox.text. Also you should switch the order of the actions in that case. And if your global would be holding a string it's probably better to set its Type to TEXT instead of NUMBER.
    
    You could also just do this of course:
    
    [code:qxf2qowr]+ System: Always (every tick)
    -> Text: Set text to EditBox.text
    [/code:qxf2qowr]
    
    I guess there was some point in using the global.
  • I think it has something to do with the picking or collisions for that matter, as text objects aren't too great for that. Text objects don't even have collision conditions.

    Still it seems to be easily fixed by adding a For each object loop, like this:

    <img src="http://dl.dropbox.com/u/2306601/textarraycoll.png">

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  • I have no idea on how Arrays work. I tell construct to save the layout(?) and when I press a button, load the array it saved, to test level design. To my dismay, this does nothing. How exactly does this work?

    Well, Quicksave doesn't magically use an array just because you want it to.

    You can use Quickload to load the state you saved or use "Save/load to disk" action of the system object in order to use permanent savegames.

    However the buildin save/load features may cause problems. So it might be better to use your own method.

    Think of an array as a table that holds values in each cell. Now it's up to you to do whatever you like with it. In case you didn't check it out yet: Array Object on the wiki.

    While I'm not aware of a tutorial specifically targeted at arrays, I do believe the puzzle example I made gives a good practical insight in how to use arrays. Maybe have a look at this cap: http://dl.dropbox.com/u/2306601/puzzexam1_array.cap

    On a sidenote I advice against using the Advanced Camera plugin, since it's outdated. Linkman himself provided the superior MagiCam plugin. You should get that one instead!

  • The problem is non - existand when game maker uses just couple of layouts, but starts to be anoying with more complex, multi-level games. as in any game there are some conditions that should always work aside from whats going on on the screen (ESC button for quiting, fullscreen button ect). But i know we can import whole sheets into sheets but still theres no such thing as General Sheet with events that are always present - whereever we are in game.

    i think having a Sheets for a whole Aplication (Global Sheet?) wouldnt hurt, and for 100% would make some peoples lifes easier and better organised ("OMG why movement stoped working???? [4h later after re-checking the whole event for errors for 1032 time] oh... right... i forgoten to include controls sheet in that layer...")

    Did you know that you can have any number of event sheets and include them as you like? So you could make a Movement sheet and include it in every layout where you want the player to be able to move, for example.

    I think this pretty much makes your suggestion obsolete, if I understood correctly what you were saying.

    EDIT: Ah my bad. You actually want global event sheets so you don't have to include them, right? Not sure if that would be really feasible. Is it that much of a pain to include what you need? I may be wrong.

  • I made an example which is a bit of a mess I admit, using INI and Hashtable object:

    http://dl.dropbox.com/u/2306601/spelly.rar

    Up and down arrow keys select the spells. Press space to "cast" the spell. The Global variable 'MaxItems' controls the maximum amount of spells that are shown in the list at once.

    Some stuff in there is deliciously wonky, especially regarding the panel object. I don't have the patience for a more sophisticated example right now. Hope it'll be still useful in some way to you.

  • I like the vibe I got from reading through this project description. The constant threat of being shot at sounds like it would make for an unnerving gaming experience.

    Since you're talking about the sniper triggering traps I wonder if you do plan to base this engine on physics. Could certainly spice up things I imagine.

    You are Mr. Duncan, the father of a single child, Duncan Jr., who you, by instinct and self-defense, accidentally used him as a human shield for a bullet that was intended for you

    That was kind of a LOL moment for me tbh. How do you accidentally use somebody as human shield, let alone your very own son? Wouldn't it be more intriguing if he just got accidently in the line of fire?

    Other than that I have to say I particularly like the idea of being able to use NPCs as shields. I still wonder how that would actually be included in the gameplay.

    That's my thoughts for now. Hopefully there will be some media from the game soon. Good luck with this project!

  • you mean the "trigger once whole true" under "special condition"? how should i add it?

    after my normal conditions or before? or as a sub-event? i am asking because when adding it after the conditon the sound stoped working. as a matter of fact i wanted to use it for diffrent puropus too but it doesnt work also. so what i am doing wrong?

    You would add the Trigger once condition after the other conditions. A subevent would also work. So from what you're telling me it doesn't seem like you're making an obvious mistake. Maybe share a cap or show at least a picture of the event.

    also how do i.... emmm. loop commands? i mean more like - "how do i point which commands should be looped"?

    When I mentioned looping your sound I was actually referring to this:

    <img src="http://dl.dropbox.com/u/2306601/audioloop.png">

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PixelRebirth

Member since 26 Mar, 2008

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