Ashley's Forum Posts

  • A better way to handle pause is to use the ELSE condition and a subevent. Eg:

    + On P pressed

    ----+ (conditions saying it's already paused)

    ----> Unpause

    ----+ Else

    ----> Pause

    This way you don't need any flags or other events (and it's easier to make sense of too).

  • I've no idea why that would happen. Construct is just loading DLLs like any other application. Maybe DEP is overzealous...

  • If you're new try going over the Ghost Shooter tutorial on the Learn section of the main site - it covers things like hot spots, image points,etc.

  • Have you tried the Ghost Shooter tutorial on the Learn section of the site?

  • I just got slammed with end of semester assignments.

    Tell me about it

  • Are you using the latest build? Can you reproduce this in a blank .cap file? It's hard to see the setup of containers, families, movements and family movements from just the event sheet listing - it'd be very helpful if you can reproduce.

  • Hmm, that's annoying - all of my code succeeds, then no more XAudio2 calls are made, and XAudio2 crashes in its own code. I'm guessing that it must be a bug in XAudio2, or your sound hardware/drivers. Do you know precisely what sound chipset/card you have? Or the motherboard if its built-in? I think I'll have to go to Microsoft over this one...

  • Deadeye, I think Scytos might have stopped checking this thread, could you get him to check out this file? http://www.scirra.com/files/xaudio2test.zip

    Hopefully it'll shed some light on the XAudio2 problem (I really want to fix it).

    As for someone somewhere moaning about the bugs in Construct, it might have its bugs, being a beta, but it's also free, so I'd rather people like that used it and submitted useful bug reports, or just never used it at all. What does he want, his money back?

  • The lerp function linearly interpolates between values, so you'd get an unlimited number of in-between values - if you want the 3000th (half way) value between the 8th and 9th item, you'd use that formula with X = 8.5 (ie. half way between 8 and 9). Does that help?

  • Wow, I've never seen such a big game universe!

    Yeah, the physics behavior has a finite world size. The Box2D docs don't make it clear the purpose of the world bounding box - it's just been made as large as reasonably would be expected to be useful, which does seem to end about 20,000 by 20,000. It vaguely mentions it might improve performance to use a smaller bounding box, but I don't know why. What you want is effectively an unlimited physics world size anyway - I'm not sure that's possible with existing physics engines.

    You might be able to get some mileage by changing the world x/y scale (either make it really huge, or really small, I forget which). Apart from that, I think you're pushing beyond the limits of a physics engine. I don't think they're designed to span billions of pixels.

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  • Scytos, can you try running this?

    http://www.scirra.com/files/xaudio2test.zip

    Let me know what messages appear - it's got a prompt at every stage of the initialisation process. Hopefully it'll be able to tell us exactly where things are going wrong for you.

  • I think he wants Construct to store the game's images outside of the EXE, so he can edit them there without loading Construct. This isn't yet implemented! Although in the animation bar, you can right click and select 'Launch explorer' to open the files for a single animation.

  • Wow... other people have displays like that in your village too? I bet you can see it from space.

  • Ignoring input is bad IMO.

    Actually, it kind of makes sense: pressing both left and right at the same time causes equal acceleration in opposite directions, resulting in a zero force overall.

    [quote:1430iv5h]In a fighting game ignoring input might mean a move not coming out.

    How come? Why is the 8 direction movement responsible for affecting your events involving a separate object (mouse & keyboard)? It doesn't make the key get globally ignored - the mouse & keyboard object still sees all keypresses - it's only the 8 direction movement that has a special case for left and right held down. If you code a key combination to produce a move with the mouse & keyboard object, the 8 direction movement will not affect this.

    [quote:1430iv5h]Remember I have to make it remember when it's double pressed even when it's moving in the opposite direction.

    Why does this require 200+ events? Surely you don't need to take in to account the current direction. You could just do:

    + On 2nd tap of double tap

    -> Set angle to ... (assuming 8 direction updates direction of motion here as well)

    -> Set speed to ...

    Alternatively you could always ditch the behaviors and code your own custom movement, which I think one of your examples demonstrates. It's not a large amount of events to reproduce the 8 direction movement. I can't figure out why you think you'll need so many events!

  • When you hold the left and right arrow keys, the 8 direction movement ignores both, acting as if no keys were pressed at all (as Deadeye says, in response to bug reports about holding both left and right down at the same time). However, you can always circumvent this by using a set speed or something instead.

    I think what you want is a set X and Y velocities manually in 8 direction? It seems the problem arises when you Set Angle in the sprite and the 8 direction's angle of motion doesn't update.