AnD4D's Forum Posts

  • I'll try impulse instead of force, but force doesn't work as expected.

    I'll let you know :)

  • Hi, I am wondering if there's a way we can change the direction of gravity with objects using the physics behaviour.

    I know you can add forces to objects, but forces affect each object differently depending on their mass. A large (heavy) object will fall at the same speed as a smaller (lighter) object with gravity... but with forces, the large object is slow, but the small objects are fast. Is there a way to make it constant, without changing each object's mass?

    Hope you guys can help!

  • Pulling this from my rusty memory, so sorry if I'm mistaken. As the characters talk, the game displays the letters one by one playing a sound for the voice. I'd like to do the same thing, but have a beeping sound instead. Is it possible at the moment? I'd like it to be an event or action that occurs when text is appearing, rather than a separate event each time.

    I can't even think where to start with this. I can change the text, but not have it appear one letter at a time, at different speeds to represent emotions or delivery.

    Bright sparks, please share thy wisdom!

  • Bastion was released on the Google Chrome store :) Jus sayin'... good example of a great game being played on a browser. No idea if it's HTML5 or not, but it does show how far browser gaming has come.

    Anyway, back to my hidey-hole...

  • Hi Kiyoshi,

    Yes, you can edit the polygon collision, but I don't see the reason in including transparent pixels in collisions. It would save a heck of a lot of time if collision polygons were simply not needed.

  • Double click on the main screen of the layout, select "sprite" from the window that pops up. You should see the sprite editor appear. Import your frames and then set the animation :) If you want to add more frames, or access sub menus, use the right click button on your mouse.

  • Hi, not sure what the rules are on bringing old threads back from the dead. Just a quick question. Before I purchased Construct 2, I used The Games Factor and MMF2 quite a bit.

    Thinking about this, I found it odd that transparent pixels are included in collision detection, or even that a collision polygon is always needed. I loaded up MMF2, loaded in the same sprites I've used here, set up the scene in the same way, and ran it. I moved one UFO onto another, and there was no collision at all on the transparent section of the sprite, in fact, collision was pixel perfect.

    Now I'm all for sticking with Construct 2. I feel it's got a better future and the features that are coming out are incredible, even it's its development stage.

    My question is - Can we have it so transparent pixels are not included in collision detection? I can't see any practical use for it. If we want players to be stopped by invisible objects, can't we just have a block and make it invisible? I feel this would make a better default, that is if it's possible? Maybe it will be a lot more powerful if included with the collision polygon, or have it as a toggle. Personally I can not see how a collision polygon is better than ignoring transparent pixels altogether.

  • Hey omgitburns, I think Mina is referring to a rope that swings and reacts somewhat realistically. I would try doing this using the physics behaviour in combination with the pin. Not sure how to make it work perfectly though. Think I may go have a look at LIMBO for some ideas...

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  • What I would do is create a small invisible sprite at the point you click. Then set the object sprite (whose behaviour is a bullet???) from speed 0 to speed 2. Then if object hits sprite, set the speed to 0.

    That's what I would do :)

  • Ah yes, sorry... I should have removed that. That was another direction I was going to go in, to have the variable change if the player was touching the ground. If you want to add a global variable, just right click above event 1. You can call the variable from the system settings.

    You can delete it, it's not being used.

  • Have a looksie!

    http://dl.dropbox.com/u/50465867/SonnyOK2.capx

    That working alright? Seems to be taking its time uploading. In any case, try doing the same for the falling event, and you'll have a smooth animation.

  • You need to separate the left and right actions into their own events. I then added an inverted condition into the previous event stating that the character will only play the walk animation if the character is not jumping.

    Massive file size too! 10mb? That's a big'un :)

  • Succeeded using 4 events. Sure there's a way to do it using just one.

  • That's got it working... but now I just need to figure out how to work the expression. I have Var1&gsum&Var2... so that var1 and 2 are altered by whatever gsum is. Doesn't seem to like that, so I tried commas, which causes an error, and finally the + symbol, which works but gives the wrong results.

    Any ideas?

  • I agree with you. If I were to be making a game, and I wasn't confident on the accuracy of the Autopoly, I would probably do it by hand. If, on the other hand, I was making a quick demo/prototype, I would prefer to have it immediately, or even to a state where I could just manually touch it up afterwards.

    In video, I often used to manually mask out footage. Then I bought a green-screen. Using a combination of the two, I can get very good looking results.

    I completely agree with you that manual gives you exactly what you want, rather than the "guesses". The sprite I'm working on now (UFO) has 19 frames looping as a stand still, and 50 frames when it crashes. I could do it by hand, but for me, 20 minutes for what I consider a 'demo' is quite a lot of time.

    As you say though, to each their own <img src="smileys/smiley1.gif" border="0" align="middle" />