Ashley's Forum Posts

  • Crash in the Event Editor

    " Every XX milliseconds with a "System: Creat Object"

    orks for me:[attachment=0:2vh51r86][/attachment:2vh51r86] - can you upload a .cap showing the crash?

  • OK weird... it works if you use a drag+drop behavior, but with your own drag events it crashes. I'll look later.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • With a hex editor it wouldn't be difficult to make changes to the data stored. Still, if this is for your game saves or something, why stop them if they're that determined? Encryption is just another hoop to jump through.

  • Firstly, use the drag and drop movement! If you drag too fast, the objects are left behind with your code

    This is precisely how containers work. 'A overlaps B' naturally picks both the A instance and the B instance, which also picks the entire container of A and entire container of B.

    So what you want is to ignore the blue object's picking in this condition. You only want to pick the object that it was collided with, to save picking the blue object's own container as well.

    I've come up with a really funny workaround for this! Lets say A is the orange object, and B is the blue one.

    Use:

    + A overlaps B

    + For each A

    + A overlaps B

    -> Set A X position to .X + 10

    I *was* writing a short description of how it works, but to be honest, I can't figure out why this works. I would have thought the second condition would have still picked the entire container, but somehow the for-each overrides it. Ummm... I'm not sure if this is intended behavior or a bug. Hell, I say it's intended behavior. Because then, your problem is solved

  • If you want to add 2 to the X component only of the ball movement, then use:

    set angle of motion (0, 0, Xvariable + 2, Yvariable)

    set speed to distance (0, 0, Xvariable + 2, Yvariable)

    As I said, those actions are identical to a 'Set X and Y components to Xvariable and Yvariable' action. You can retrieve the current X and Y components of the ball's movement via its expressions as well.

  • At the moment your only solution is to make an installer for your game, and have the installer install the font. We're planning something to handle fonts for you in future, but I don't know when we'll get round to adding features like that.

  • Maybe you're better off writing a custom ball movement? As you mentioned, if you're always overriding the velocity, when it bounces it's still trying to go in the old direction, and you need to update the variables.

    Adding set x/y component won't magically fix this, because the action will just call set angle of motion and set speed for you, with the math. So it'll work exactly like it does with your current method.

  • Oops. I'll try and sort that out.

  • Man... yeah... surely a difficulty setting wouldn't be out of place?

    No crashes here, but send over the cap and I'll run it through the debugger a couple of times.

  • If you could make an option (preferably in the picture editor) that allows you to set image's export quality (ie. png, jpeg, and in case of jpeg allows you to set it's export quality)

    The .cap file stores uncompressed data, but when you export, all images are compressed as lossless PNGs. So you should get pretty good filesizes already

  • Ah, you shouldn't be able to add different object types to a family. Families all have to be the same type of plugin (ie. all sprites, all text). You shouldn't be allowed to add text and sprite to a family - that's why it messes up and crashes.

  • Wooeeeeeeeoooooooeeeeoooooooo flamewar alert!

    Cheez, you were not justified in your aggressive tone. These people are kind enough to type up replies with suggestions trying to help you, so you don't need to go biting the hand that feeds. If you disagree, my forum, my rules. And deadeye, there was no need to come back with counterinsults. That will only make things worse.

    Politeness, guys. It's really simple.

    Anyways, lock on this one (Cheez said they would attempt it by hand).

  • Haha, love Futurama Yes that's a good idea - you can use the dumb aim for easy mode, and linear aim for hard mode to make the enemies more intelligent. I'm all in favour of ways to make games harder via gameplay rather than spamming you with more enemies.

  • Angles in Construct work as bearings, with 0 degrees pointing along the X axis and incrementing clockwise. Going by the diagram above, you can find the bearing from B->A using angle(B.X, B.Y, A.X, A.Y) and B-C with angle(B.X, B.Y, A.X, A.Y). However, to get the angle between the two bearings is a bit trickier - you can't just subtract them (sometimes you'll get something like 0 and 270 - the difference is clearly 90 degrees, not 270 as you'd get by subtraction). This requires some funky math which would be a fair bit easier to add as built in expressions to Construct. I'll see if I can add something like that for the next build.

    As deadeye said, what's the end result you want? There might be an easier way if its for a game or something.

    Cheez: lay off the insults. People are trying to help you.

  • OK, I'll add an aliased/antialiased text mode for next build.