Ahr Ech's Forum Posts

  • UberLou

    Man, the artwork is stellar! Can't wait to see it in action.

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  • Ah yeah, that's it! That thread is a gold mine.

  • Well you can do it in one event, but it means having each angle of your run cycle a separate animation. Basically you divide your hitbox's angle of rotation into 8 pieces so it spits out a number for each piece 0 through 7, and append that number to your animation name in the set animation event.

    So it would be something like "if Playerbox is moving set animation to "Run" & int(((Playerbox.Angle+360+22.5) %360)/45". And then your run animations would have to be named Run0, Run1, Run2, etc.

    I found this method in a thread a while ago but can't for the life of me find it again, so sorry for not giving credit where it's due.

  • ahr Ech , beautiful painting!

    ahr Ech, is beautiful...

    ahr Ech; This looks good, I wonder how this looks in action..

    Thanks! I'll see about getting something playable uploaded before too long.

  • sved

    I'm really liking the look you've got here. Very clean, but I'm betting it's pretty expressive in motion.

  • <img src="http://img7.imageshack.us/img7/7636/spacemantest7.png" border="0" />

    I've been painting assets all week. I think I need to make the asteroids in the background smaller though. At this scale they might as well be moons.

  • TELLES0808, your game is looking amazing, man!

    As for me, no Hobo stuff this week. I started a second project so I can switch between the two and hopefully avoid burning out on either of them. This one is sort of an isometric scavenger/survival game in space.

    <img src="http://imageshack.us/a/img824/5480/spacemantest1.png" border="0" />

    <img src="http://imageshack.us/a/img41/1301/spacemantest2.png" border="0" />

    <img src="http://img20.imageshack.us/img20/9196/spacemantest4.png" border="0" />

  • I can't tell from the replies here if the initial problem was solved or not, but one way to make absolutely sure it only damages you once per collision is to add a Trigger Once system condition.

  • You could try something like this, where all the movement triggers are sub-events of a check for the "on" variable.

    <img src="http://i.imgur.com/I1RcVR6.png" border="0" />

  • Thanks all.

    robin Sommer: Well you never know. It's pretty much a solid fact you can't trust anyone with a moustache. Also your game is looking pretty awesome too.

    RandomFellow: Ha! That's hilarious man, I like your stuff.

  • Really liking the look of your game, Rockwell.

    Anyway, screenshot time. I've been working on the first boss for Hobogame (that's a placeholder title).

    <img src="https://pbs.twimg.com/media/BJTAeKCCIAAvJ1r.png" border="0" />

    Squidbears are pretty dangerous from what I hear.

  • If you select Pinky or whatever object you gave the movement behavior to (like a sprite bounding box, maybe) the behavior settings should show up in the properties sidebar. Look for "Set Angle". The default selection for it should be "360 Degree", so change it to "No".

    Hope that helps.

    EDIT: Nevermind, listen to ramones.

  • Pixel perfick, Dave Hailwood, mineet

    Thanks! I'll try to have another demo out soon.

  • I've been working on powerups for my Hobo project this week. This is an example of one of the many uses for Beardomancy.

    <img src="http://img687.imageshack.us/img687/7158/hobo2.gif" border="0" />

  • That site has been completely invaluable to me. (Its how I found Construct in the first place!)