Ashley's Forum Posts

  • MikeD, you are also warned: if anything, attack the argument, not the person, and your post was blatant flamebait. There is no need for this.

    In regards to the original problem:

    For Each Sprite

    Sprite is on layer 2

    : Rotate sprite

    This is now fixed, for what it's worth, but note it has identical effect to this:

    Sprite is on layer 2

    : Rotate sprite

    This event alone will check every Sprite, one by one, and pick the ones on layer 2. You don't need a For Each; Construct does this automatically.

    As for your other ideas - some of them don't seem quite right to me. Do you want to force every event to have a trigger (an "on" event) in it? If so, I would see that more as a limitation than an improvement. It'd make it difficult to do something while the left mouse button is down, for example.

    In the existing event structure, your fishing analogy could be like so, with subevents:

    On line tugged

    : Pull up line

    : Inspect fish

    ----> Fish is good

    ----: Store fish

    ----> Fish is bad (or ELSE)

    ----: Throw fish back

    Therefore, I think events can easily represent real-world situations and logic as it is. You may also be interested in Condition Aliasing in the function object (read about it here) which would allow you to literally make a condition that says "Fish is good", as opposed to comparing some number or something less obvious.

    Also, you mention you have difficulty with instances created at runtime. What specific problem are you having? You can use instances created at runtime in exactly the same way as ones which are created in the layout editor.

  • Well, I've said before, the 3D box object, while nifty, is basically a 3D gimmick which shows the engine can switch between rendering 2D and 3D in the same scene (most 3D games do this anyway, if you think about the HUD). The difficulty is the scope of 3D features (meshes, mesh animation, 3D lighting etc) most of which I don't know anything about, and also rendering 3D efficiently. 3D box's rendering is a bit of a hack and isn't optimised like the 2D rendering, so it's also an issue of how to design efficient 3D rendering architecturally, with the runtime, too. And I don't think we'll ever go as far as full-on 3D, as you say, just 2.5D, effectively a game with 2D gameplay but 3D rendered graphics.

    I'd say start with 3D pong in DirectX and unmanaged C++, and maybe some 2D directX stuff too... see how far you get...

  • Ah, seems to be a bug there, will fix for next build.

  • [quote:lz79otkl]The second problem i have with that construction is specific to this construction. Namely, i was suggested to try "for each object" comebined with "is on layer". I ofcourse tried that and uploaded the . cap. So u guys could correct me if i am wrong. Its the link that made ashley upset.

    Okay, now I'm confused. In this thread you have only posted links to a .exe of tetris. Where's the .cap file?!

  • Be sure you get enough sleep.

    Trust me. Not a problem

  • I'd say more like a few weeks for 0.95 than several days... exams suck.

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  • I'm not going to ban you, unless you do something stupid

    I don't understand your post, though:

    The link is a .cap. Does it work as you suggested ?

    No it's not... it's an EXE file...? The .cap is here if you want it, but it's a bit of a mess.

    [quote:3nzq7tmq]"For each object" combined with a "object in layer" ?

    I've already pointed out that this is very easy to do.

    [quote:3nzq7tmq]I have seen the raindemo, but honestly, what is it worth when u cant control the actors in it ?

    The actors? The player? You can move around with the arrow keys and click to shoot... it's interactive... are you just sitting there and watching it? It's a game!

    [quote:3nzq7tmq]When do u fix the "else" too ?

    It's on my todo list for the next build, I hadn't realised it wasn't working until recently.

  • Well, how about I issue you with a challenge? Make this in Game Maker (I'll spare you pasting the link 3 times ). Or any tool of your choice, other than Construct. To be honest, I've no idea if Game Maker, or any other program, can do anything with pixel shaders and zooming like that, so it'd be interesting to know. I know Construct isn't done and has a fair few bugs, but I think the renderer is pretty good...

    Also I think there is good co-operation in the community as it is, a lot of people post their source .cap files so I don't get the impression people are developing in secret and not sharing their ideas/thoughts. Construct is open source, and as far as I can see on these forums, everyone is collaborating on the ideas and development together... you make it sound like we're all trying to one-up each other within the Construct community itself! Heh.

    Note: keep it civil in this thread folks - no need to start flame wars. j0h (aka thx4this4ndthat) and Exomarc, you are both warned: you are deliberately trying to provoke reactions or being mocking of each other: I will lock this thread if you can't go about this sensibly.

  • That's already possible, just use two conditions:

    + For Each Sprite

    + Sprite is on layer X

    Actions...

  • This, to clarify for others, is a tetris clone made in game maker. I'm not entirely sure why you feel the need to pose this as a challenge, and I also think you're j0h under a new username, by the way (correct me if I'm wrong but we've only had one previous user with a Belgian IP). I think it's possible, but I'm not sure, you might end up running in to a bug or unimplemented feature that is required, because, and I emphasise, Construct is not yet finished. Also, I don't feel any particular urgency over when Construct will become a viable development platform, it's done when it's done.

    I know the ghost shooter tutorial isn't up to date, but why is it poor? Perhaps you could suggest some improvements or point out the places you had difficulty, so I can improve it.

  • Why are you using 'Timer equal to 10ms' instead of 'Start of layout'? It seems to work for me if I replace the timer conditions with Start of Layout, and when you return to a layout it seems the timer doesn't start from zero again, in which case it's a timer bug and nothing to do with Directsound...

  • My first end-of-year exam is tomorrow, so I'm gonna be concentrating on my studies for a bit (and have been for a while recently anyway, heh, but not enough). I'll probably get bored of revising and maybe get the next build out some time, otherwise, my last exam is May 13th.

  • The runtime doesn't technically support layouts smaller than the runtime window, so it will resize a layout to the size of the window if it's smaller. To center it yourself, make the layout the size of the window, and put whatever border you want around it manually.

  • CaptainOblivious, your solution still has exactly the same problem, because triggers execute top down order as well.

    For more than two states use a reverse ordering, or wait until ELSE is fixed

    Eg.

    On button clicked

    value = 0

    Set value to 4 (note final state 4)

    value = 1

    Set value to 0

    value = 2

    Set value to 1

    value = 3

    Set value to 2

    (separate event)

    value = 4

    set value to 3

  • Whats your PC spec? Processor/RAM/DirectX version/graphics hardware?