deadeye's Recent Forum Activity

  • Okay,thanks alot!

    Im going to try that, tho after reading some, i dont think construct is the most indicated software to build this game since multiplayer would become difficult on the long run i.e. lan/online game. But still im going to see what i can do.

    Yeah, it would be kind of hard to make a networked game right now, seeing as how there is no network plugin. But just be patient... it will come eventually.

  • Platform jumping is floaty? Despite there being new properties for platform I added code to read it differently so old projects would still run the same...I guess that code didn't work

    Now that I think about it, it this might be due to a fix for the max fall speed setting a few builds back. Maybe 0.99.4 or .42? Could be, anyway.

    All I know is that I was making Vert in 0.98.9, and when I load it into the latest build the jumping and falling is different. Not a big deal, I just need to fiddle with the settings to get it back to normal.

    The fact that it runs more stably with no aggravating gravity/platform bugs, and now renders the rotated layers properly is WAY more important than the fact that the jump settings are off.

  • No, it's BrainBrother, sheesh get it straight

  • Normally when you spawn an object, that object is automatically "picked" so that any actions you perform on that object in the same event after spawning will apply to the new object.

    However, you already have a specific instance of that object picked in the condition, so it appears the selected object list is getting confused as to which instance you mean to perform actions on. What is happening is that the newly spawned bullet shoots off at 0 degrees and fades out quickly, while the original bullet turns 90 degrees, and because you set it's type to 2 it no longer spawns any more bullets when the timer clicks on.

    Try this:

    <img src="http://i48.tinypic.com/2d8kigz.png">

    By using the System object to create new instances at the bullet's location you're interrupting the normal picking. The original bullet continues to sail onward, and spawns four bullets before fading out. Is that the result you were going for?

    You may also want to check out a trick known as "Family picking." By assigning two families to the same object you have much greater control over picking and actions. If your bullet belongs both to the Red and Blue families, then you can pick by Red, and spawn Blue, and perform all of the actions you want on the newly spawned objects by using Blue in the actions. That might be just the exact thing you need for this situation. If you need any help with it, feel free to ask.

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  • You can do this by setting the state of the game with a variable, whether it's global or private. Restrict the movements and actions based on what the variable says.

    + Global('currentPlayer') = 1
        -> Activate player one movements
    
    + Global('currentPlayer') = 2
        -> Activate player two movements
    [/code:1bittg34]
    
    At the end of a turn, you switch the global variable to the next player.
    
    If you're clever you can even control both sets of players with the same code, by marking the player pieces with variables as well.  That way if global('player') is currently set to 1, for example, then clicking on player two's pieces will do nothing.  And vice versa.  Or whatever.
    
    You would just need to have PV's for every player piece that can hold a 1 or 2 to distinguish which player it belongs to.  You can even use the same sprites!  Just have different animations in the sprite for player 1 and 2... say, one set of ships colored red in one animation, and another set of ships colored blue in another animation.  Set the animation to the proper color by checking what the player PV is.
    
    Go ahead and try it out, if you need help with it then post a .cap file showing what you've tried so far.
  • i want to achieve is moving the sprite in an arch while jumping, starting with the start of the jump til landing (while moving horizontally). It seems the platform behavior doesn't work like this but rather moves the sprite in a triangular shape (with a smooth top).

    You should be able to get a more rounded jump by fiddling with the settings.

    Here:

    http://dl.dropbox.com/u/529356/jumpsettings.cap

    <img src="http://i50.tinypic.com/kd264x.png">

    You can see that the green box has a much more rounded jump than the red box even though they jump the same height and move at the same speed. And you don't really need to use Jump Sustain to do it, just change the gravity and jump strength settings to your liking.

  • Is there anywhere where there's a complete, comprehensive list of all those sorts of things? Like ".count", "distance", or anything? Is there a full list on the wiki or anything?

    Yes there is

    http://sourceforge.net/apps/mediawiki/c ... xpressions

  • When you press a button, it actually stays pressed for several ticks before it is released, no matter how lightly you tap it. In that case you want to add Trigger Once after the MouseKeyboard: On key C pressed.

    Not quite. On Key Pressed already only triggers once. I think you're thinking of Key Down.

  • One last thing, I notice jumps in the newer Constructs are a lot more floaty.

    The old Gravity value was split into three different values, Jump Gravity, Jump Sustain Gravity, and Fall Gravity. You will need to update all of your platform object's settings in order to compensate for the new features.

    Remember that this could likely be a problem all the way up until the v1.0 release. It's unfortunate, but just hang in there. Just remember the old mantra... "Construct is in beta." Anything that you see here today might be different tomorrow and it could very well break any project you're working on. The devs try not to introduce any new game-breaking changes, but sometimes it's unavoidable. That's the risk you take when you beta-test software, and that's why I've personally put off any big projects until after the v1.0 launch.

    And make no mistake... whether everyone realizes it or not, we are all beta testers. We're the front-line soldiers. We're the guys that get shot to ribbons while storming the beach. No guts, no glory!

  • That's too cool

    A very nice, simple effect.

  • The menu editor isn't finished yet.

    You can see how it's going to work eventually bu double-clicking the Default menu under the Menus section of the project panel. The editor seems to be mostly in place, but isn't quite complete.

    In the mean time, you could make your own by creating sprite buttons that look like menu items to click on.

  • As far as I remember, 0.99 was when the rendering engine was changed.

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deadeye

Member since 11 Nov, 2007

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