scidave's Recent Forum Activity

  • Are you trying to use Python or Events?

  • Try using Wine (http://www.winehq.org/). It should in theory work, but I don't know if anyone here has tried it yet.

  • I didn't find it so harsh or so but maybe it's because im a seagull

    lol...seagulls are pretty vicious. It wasn't that I found it necessarily harsh either it was more so that this dude is asking for a feature and data tells him to use the freaking search because that feature doesn't exist. That's kinda like me saying, "I'd love it Construct had a plugin to do speech recognition" and you respond back saying, "USE the FREAKING search... Construct does NOT support speech recognition".

    Let's not jump on people that are asking for legitimate features (even if they are difficult or far fetched) and save the pounding for the Noobs that ask questions like, "I haven't bothered to try out Ghost Shooter.. but I really want you to answer all my noob questions".

  • <Edited since Data removed his > Cheers!!!

    ere possible to import *.x files with animation and texture support

    Unfortunately, I doubt this is going to happen anytime soon (like 2+ years if ever). Thanks for posting and asking though!

  • I had to export the server program to an EXE before I could run a client on the same computer. ..... Is there a way around this, or is this the intended usage of the server program?

    I ran into the same issue. I did the same thing, either ran the server in Construct and exported the client to EXE or ran the client in Construct and exported the server to EXE. I couldn't do both through the Construct IDE. So it is expected behavior and I didn't investigate further to see why.

  • as an extension to the inventory tutorial, how about showing once an item is equipped, it appears on your character for use.

    Thanks for commenting! Great idea. I thought about it when writing the tutorial, but didn't do it for simplicity. As I add future tuts this sounds like a good idea to incorporate.

  • I definitely will once I start on it. I'm just too busy right now to make any real progress.

    I haven't really used much of the full power of Python yet. Some of the online multiplayer examples start to show its usefulness, but there is a lot more that could be done with it. So right now I use it kinda like a way to have extra plugins without having to write them.

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  • Cool! Very nice game. Reminded me of playing TI-Invaders back in the day.

  • Good idea! I dug it a well!

  • Thanks L5J, I'm happy the tutorials and info has been useful!

    What I would do is try to make things as generic as possible. Hopefully someone here that has made a local on one machine multiplayer will chime in.

    If I had to do it this is what I would invision. What you want to do is have a function that says if "player X" is pressing then do X. Everything in that function will then take action on things that relate to player X. For example, an array with X being an index into the stats, power, skills, etc for that particular player.

    For example, let's say the player 2 wants to cast the "fire" spell. They hit some button to switch to the "fire" spell. This calls a generic function to set an array index value (to "fire") based on the the player #. Then when that player in the future cast a spell. This calls a generic cast function which is called with a parameter which is the player #. You set the player number by checking a range of keys pressed or certain keys pressed. That would be some of the only code that is player specific.

    Now, you may run into synchronization issues where two players are trying to cast spells at the same time.. but it is worth experimenting like that. You may need to have more complex logic to handle that case. So to summarize.. lots of generic functions

  • You don't get it.... I want ALL the objects on layer one to COMPLETELY ignore the objects on layer two!

    First, if you want an answer to a question then you have to ASK the question. Second, the answer Ashley gave will work for you, just apply that to all of the collisions/objects you are interested in! You could do something like set a private variable in all of the objects that are on a certain layer and temporarily turn off collisions for those that have the PV set, but I think it is simpler to just check the layers per collision condition. You might consider using a for loop to loop through all objects on a layer and handle it that way.

  • If we were Lucid we could export to Android.

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scidave

Member since 4 Jul, 2009

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