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Post » Mon Jul 07, 2008 4:29 pm

[quote="Chamzel":24mrujkn]Good enough for me. Let's have at it then.[/quote:24mrujkn]

HAHA! :mrgreen: This is funny!
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Post » Wed Jul 09, 2008 1:57 am

It is? I still haven't really gone through Construct much, but I'll hang around here; give you guys a chance to try to persuade me. XD
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Post » Wed Jul 09, 2008 3:39 am

Well I'm having about the same problems creating things with Construct as I was with MMF2. But I have found some things in Construct that will allow me to throw in some interesting features for gameplay already.

One problem I have is, I have each player character and their shadow. The shadow is the actual moving thing for collision reasons (So if I have a character walk up to a fence, they aren't stopping at the fence at the tip of their heads) and the character sprite follows along and acts out the animations. Err, problem is, when I move around diagonally and make sharp keyboard turns to another direction, the character is often stuck, say, looking left while actually moving up or down. I'm not sure what the best way to correct this would be without eliminating diagonal movements all together.

Another problem is something I'm sure any more experienced coder could figure out. That is, when I hit a key to activate an attack I want to temporarily halt character movements while the attack sequence takes place. In both MMF2 and Construct I've tried to simply say "While animation is playing, stop movement", but in both instances it fails to do what I think it should be doing. I even go so far as to say "Stop movement AND set movement speed to zero AND ignore player controls..." and even that doesn't do anything for me. On the flip side, though, when I enter in "When animation is over, return speed to XX", it actually makes the character move in the direction its facing nonstop, which leads me to believe I've discovered the beginning of some sort of AI-controlled movement for computer controlled party members and monsters to move around with.

But I'm still just an amateur, so what all could I know? =o
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Post » Wed Jul 09, 2008 10:03 am

You dont sound as asking for help, more as stating facts. But if you list up problems with Construct i have this urge to put in my 2 cents.

If you need help with this, then upload a .cap.

Now i have to assume, and picture myself a way trough how i think your events look like.

So i assume you made a copy of the characters sprite, erased some outer things as "the tip of the head", and this new sprite you use as sensor, in pixel detection mode. I sure can imagine this construction going stuck. Try to figure out a bounding that does the same, if needed 2 separate simple objects, and use the bounding collision method.

I have no idea how you drive the sensor, how you snap the character to the sensor, and how you align your animations. Plz trow in a .cap.

One thing about animations though. I noticed that since the last release, Animations stop playing when you auto-align angles from a angle-sub-animation with more frames to an angle-sub-animation containing only 1 frame. Just go to the Animator, and right click the lonely frames to copy and past. So you have at least 2 frames in each animation. When its a non moving animation, just 2 the same frames, of cours. And all problems with animations not playing are gone.

And about your last point.

The "8 directions" behavior can be set on "ignore keys', if thats what you use to drive the sensor.

Ashley brought "slow-motion" into construct. I have not played with it myself yet. So i have no idea if its possible to slo-mo parts of things. But then again ....

What you describe should not be a problem. If you bring a nice flow into your events.

If you let the keys alter variables, and move, fire, sit, stand, according those variables. Then you only need 1 global variable that represents the state your games is in.

Then if you organize all your events in nice event trees,
All you have to is open a tree with checking the global " FloW variable".

Like ...

key 'fire' pressed
_______ set the flow to fire

'flow'' set to fire ?
_______ is the thing allowed to fire, yes or no

'flow' not equal to "fire"
_______do all the moving stuff

'flow' equal to 'fire"
_______do all the fire stuff, and when done set 'flow' back to moving


Its easy to drive a complicated game on only 2 "flow" variables.


Greetings : ) ( to stay on topic )
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Post » Fri Jul 11, 2008 1:07 am

Didn't realize there was more than one way to center a sprite on a point based off another sprite. You'll have to explain this to me some time.

The collision detector is merely a black circle at the character sprite's foot that represents its shadow. So instead of having the whole sprite collide with the obsticles, I only have to deal with the little circle that is slightly larger than the character's feet stopping it from moving.

There's no real need to show anyone my program file, because there isn't anything to look at. =D

I just need to figure out how to do what I want to do properly.
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