deadeye's Recent Forum Activity

  • Nope. It's been requested before, quite a few times. Particles in most game engines have no collision ability, because it makes it more fast and efficient to render a lot of them at once. It's no different in Construct. If then engine had to calculate collision for a thousand or more particles then it would start to slow things down rather dramatically.

    The particles object is highly optimized for one purpose: to quickly and efficiently display a lot of little images on the screen. Nothing more, nothing less. It's a special effect, not an interactive simulation.

    But like I said, if you need interactivity for your particles then you could always make your own by spawning a bunch of actual sprite objects and giving them a few simple commands with events.

  • Really all you have to do is spawn a bunch of little sprites in a loop and set their direction/speed/etc. at random.

  • No, particles have no collision ability, and individual particles can't be controlled with events. You can control the particle object itself, but not the particles it spawns.

    If you need particles that collide with things then you can always create your own particle system using sprites. It's not as efficient as a particle object, but at least you can control them however you want.

  • It's not dead, it's on hiatus. I don't want to keep having to rewrite the tutorials every time there is a new version out. I've already had to rewrite them four times. I'll just wait until Construct is closer to v1.0.

    Until then, use v0.98.9 to go through the tutorials. There's still some good info in there, even though some of it is outdated. There's a link in the OP.

  • just an fyi, I'm not saying that you have to make huge layouts with lots of interconnecting areas, but if you have a need for sectioning off parts of your level then this is one way to do it. Castlevania games have single-screen rooms and short connecting hallways all the time, the method I posted is just fine for making those kinds of things.

    Parts of levels are sectioned off in other games like Mega Man, Metroid, etc. In fact, I would say this method is probably perfect for Mega Man type scrolling, you would just have to add in some auto-scroll events to transition to the next room. And I really don't think it would be more efficient to have each little section of, for example, a Mega Man level (but also to some extent Castlevania as well) in it's own layout.

    As for resetting enemies, make some enemy spawner objects in your level and spawn them when you walk into a new section and destroy them when you leave, or... oh hell, just do whatever you want. I don't care, why am I even trying to defend this?

    Wheeeee, internet! What's on YouTube?

  • Post your .cap so someone can take a look at what's going wrong.

  • How are you handling sound when you change layouts? I've noticed that sometimes there is an issue with changing layouts if you don't stop all sounds completely first. It's just a suspicion at this point (might have something to do with loading on the new layout), I haven't been able to reproduce it faithfully yet so I haven't made a bug report on the matter. Just specifically stop all sounds playing one tick before you change layouts and see if that helps.

    Of course, if you have sounds playing across layouts then this plan might be a problem

  • No, not yet anyway. It would be nice.

    But you can sort your objects into different folders in the Objects folder of your project window. Just right-click the Objects folder and select "Add object folder." You can rename them and drag your objects into them.

    This also has the added benefit of putting your objects into sections when you go to the Event Sheet editor, so you don't have to hunt through a hundred little icons to find the one you want.

    If the Object panel was a copy of the folder tree in the project tab that would be useful. With more sorting options, of course.

  • Strange the topic got locked.

    It's not so strange. It got locked because people wouldn't stop bickering.

  • Everyone knows that Canada doesn't count.

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  • Post a .cap

  • To note: Changing layouts is really what you'd want to do, as it goes just the way that Castlevania's rooms behave: every enemy is reset.

    You could, yes, but it's a trade-off. Making and tweaking levels and level design in general would be a pain. With larger chunks of several rooms strung together you're sort of meeting it half-way. And it's not too terribly difficult to "turn off" an enemy if it's not currently on the screen.

    How do I post my .cap files so you guys can see where I suck lol

    The board-preferred method is to use Dropbox:

    https://www.dropbox.com/

    It sets up a folder on your hard drive that you can drop files into, then right-click your file and select "Copy link." It automatically uploads whatever you put into the folder to the web (it also syncs your folders if you have it set up on different computers), and the links it gives you are direct links with no download pages or ads. And it's free.

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deadeye

Member since 11 Nov, 2007

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