scidave's Recent Forum Activity

  • That's what I don't get. I exported it to an .exe and imported all the necessary python modules, but I still received error messages. I installed the PodSix library properly too and replaced the .pyc files. Any idea/suggestions?

    Hi Jonathan. glad you liked the tut. Here is my guess at what is wrong.

    For the problem with Sysinfo.. have you added the SysInfo object to your project and if you have multiple layouts, is it global?

    For the myserver problem.. are you accessing "myserver" before you set the value of myserver? For example, the myserver.pump() call that needs to occur once each game loop. Trying to make that call before you do a "myserver = MyServer(localaddr = (host,port))" is going to throw that error. You solve this problem by either setting a group or a check on a global to make sure you don't do a myserver.pump() until "myserver" is set properly.

    In general, whenever you get a "not defined" error it means you are accessing a variable before you have set it.

    If you are still having problem after the above: Are you using Construct version .99.93 or later? If not, you should upgrade and try again as it may be a path problem.

    Hope this helps!

  • Does it need more, though? What do you think?

    I don't think it needs more... but more would be cool! If there was some strategy behind using certain powerups against certain enemies then I could see a need for more. Still, I really love the powerups and it's a lot of fun.

    One complaint is that if you get a powerup, but then immediately get another powerup you lose ever being able to use the first one. Not a big deal though.. just wondering if that was intended. Also, there does seem to be a bug with powerups. If you restart the game, at least with the "E" option, each time there are less and less powerups. So by the third restart the game is really hard because no more powerups exist!

    Right now it does seem little hard, no?

    I think you need to increase the deaccelerating so the guy stops a little faster when you let off a key.

    And this was my main goal from the very beginning.

    It definitely is tough! I forgot about right click... a little easier with that. I actually played for a little while longer on the last try.

    Anyway, great game. Looking forward to the next version!

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  • Nice game. It was interesting the different concepts. I couldn't really get into it.. in that I was just doing whatever motion repeatedly to get to the next challenge and i didn't sense any of the emotions. Maybe tie some game play elements into how you stroke the lyre would get the player more involved. Still a cool concept and I had to play till the end so that says something!

  • Just tried it out. Very cool missiles , rockets, bullets. On the whole the firepower/powerups are awesome!!!! I actually wasn't the biggest fan of the movement. Yes, it was smooth but I felt it was harder to reverse direction than I would have liked.

    I must suck at this game as well, because I can't figure out how to avoid the hands too. It just keeps circling and circling and kills me everytime! If it wasn't for dying all the time I would have really liked it. Any tips on avoiding death? It just gets to crazy between jumping to avoid the clock hands, trying to pick up powerups, and trying to shoot and avoid enemies. I can only do two at most.

  • I didn't think PyJoy supported windows? If it does, it should be pretty easy to export the library following the guide in the Tutorials section.

    Actually, ever since .99.84 Construct supported external libraries so it's been possible for awhile to have Joystick support using PyGame. It's just that this recent version fixes ALOT of Python bugs, especially the Path bug that was affecting Tulamide, alee, and probably countless others.

    So, .99.93 is pretty much mandatory now if you want good Python support... I don't have a Joystick handy, but when I get it in I'll work up a quick airplane shooter, an post .cap, with it using Pygame.

  • Just use Xaudio to play midi files.

    Just shows how much I know about Construct!

    Somebody should update the wiki saying it is a supported format....

  • does construct support midis?

    No, I don't think any of the plugins do directly. You could either use Python or write a plugin for it.

  • Thanks so much for all of those Python fixes ROjo!!!

  • Awhile back I was going to make a screenshot plugin... I don't think it is Construct related, but I was trying to compile some code I found for taking screenshots that used MFC. I was using VIsual Studio Express 2008. I kept on getting errors and wasn't able to resolve them. I figured if it didn't work with plain old express then it definitely wont work as a plugin. I can't locate the code right now...so who knows maybe I was just being a noob. However, from what I understand the DDK doesn't necessarily work with all features of MFC according to this:

    http://www.codeproject.com/KB/MFC/MFCin ... press.aspx

    Edit: So it looks like it will work fine for plugins, but just don't plan on using all MFC or ATL features. http://www.microsoft.com/whdc/devtools/ ... mspx#EXLAE

    [August 2009] ATL Best Practice - Use the Visual Studio release

    """"

    ATL is included in the WDK as a convenience for driver developers who need to create Windows applets for their drivers. ATL should not be used for software development beyond this scope. The ATL that is available through Visual Studio provides a more complete and current set of libraries and should be used for development of software and web applications. Visual C++ Express Edition is available for free from MSDN. """

  • Anybody know if 2010 Express works for making Construct plugins?

    I know the 2008 Express version works with some tweaking... but I ran into bugs in certain more complex MFC cases. I still think that Construct 2 should support plugins written with the Express version.

  • You can either:

    1. Embed the music/sound in the exe as a resource

    2. Put the music/sound in subfolder, reference it in your .cap with "app path" and send with the game.

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scidave

Member since 4 Jul, 2009

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