scidave's Recent Forum Activity

  • Is the menu in a different layout? My guess is your song is set to play in the startup event in the layout? What behavior do you want? Do you want to pause the song or stop the song entirely and not play it when you return from the menu?

    Either way you should be able to set a global variable that indicates that the song has already been played and then check it during startup. I'd need more details to say exactly what to do beyond that.

  • Does anyone know a way to not have Construct change the size of the TiledBackground objects I'm importing into my game. The objects are 101x171 size. Construct keeps changing them to 100x100. When I import them as Sprites there is no problem, Construct keeps their default size.

  • Yes, it is bugged I just tested it as well. All sorts of weird colors covering the objects on the map. I have submitted a bug report.

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  • Daiz, ok that makes sense. Drasa's mountain example was helpful in explaining how it would work. I could see this being a useful feature as well. I still think there is a work around with setting the player's sprite collision mode to none based on its position to other objects, but it would be potentially tedious... and Construct is about easy ways to do things. We will have to see what the devs think.

  • Why not just set the sprites collision mode to none whenever the forcefield is active? You will still be going through solid objects, just that instead of making them non-solid you will instead turn off collisions. That way you wont need a "forcefield" object around the player.

  • I was thinking there was a bug in collisions as well. When I was making the example .cap for the hashtable object on the wiki, I could not get Construct to detect that sprites had collided. I had to make one of the sprites non-solid so that the collision would occur. If you download the .cap from the hashtable example and turn on solid for the other sprites you will see what I mean.

  • Hey everyone,

    I'm been on the forums for a few weeks and figured I should introduce myself. I'm a male, 30's , been into game programming my whole life. I started on a TI-994A, if anyone remebers those, making old TI-Basic games. You could write your game program to a cassette tape and then play it from tape. The text-to-speech module of Construct reminds me of a big add-on to the TI computer that allowed the computer to speak to you. Just that construct's isn't a huge physical brick!.

    I've tried game programming in C/C++, Java, Python, C# w/ XNA but I have a day job and this is just a hobby so too much time and programming it's just not fun. I have periods of work where I'm very busy and might not be on here much, but when I can I will drop by. I am not a graphics guy so any stuff I use will be free or something I get permission to use. I do really like making games and hope to make some good ones with Construct. Other things I enjoy are: chess, tennis, and hiking.

    Good to meet you all!

  • I'm trying to troubleshoot some problems with saving and restoring values from 2-dimensional arrays. I was using the debugger to inspect the values and I thought arrays were completely broken. Turns out that the debugger is just showing the first element. I can't figure out how to configure it to show the second elements.

    Also, I can't seem to use the debugger for much other than to inspect variables during runtime. For example, I wanted to be able to step through each line where it adds to the array. I added a messagebox so during runtime it will appear and then I paused the debugger. Then, I clicked ok on the messagebox, but instead of being able to step through the array stuff the program just continues.

  • Thanks for all of the replies. I really appreciate how quick answers are around here!

    I like Aeal's idea of an object bank on a separate layout, that's actually the way I have started to do things. While I'd prefer an object bank as well, its not a big deal to me, as long as there is a way to organize things (separate layout) and a way to destroy them (destroy on startup) then I'm happy.

    Deadeye, that's a great idea on the global variables! I will do some playing around with that. I'll have to do it for every movable object/sprite currently on the layout at the time, but that shouldn't be too bad with a For Each on each object type.

    I don't know if people realize how amazing Construct really is. I've been trying to implement this game in python/pygame and after about 3 months I quit....it was too ambitious of a project and just tedious. It still might be too ambitious, but I'm already at the same place with just a week of work.

  • 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?

  • >>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!

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scidave

Member since 4 Jul, 2009

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