AngelEyes's Forum Posts

  • Have you looked at the plugin Spriter? Although I have never had need to play with it, it sounds like it was designed to do exactly what you are looking for.

    A capx would also be useful to see what you is actually happening.

    If I remember, behaviours (pinning) are frame rate independant, and you are most likely setting the image point per tick, making it frame dependant. Not sure if that could cause the lag, but I am starting to get out of my depth here.

  • flaye, trying to answer point 3.

    Set angle of object being fired to that of angle of cannon.

    Use bullet behaviour on object and in properties keep "set angle" at yes.

    This should get the angle correctly set on creation.

  • When you start a new project select Template: Auto Runner for the type of game you want. I have stripped it down to just the infinite background here.

    dl.dropboxusercontent.com/u/79803565/infinite%20scrolling%20background.capx

    Basically you have two tiled images next to each other. Scroll them. When the first image is finished, you just move it back to the start. Obviously you need to work on the "seam" where the left and right hand side of the images meet, to make it believeable

    Thanks for posting, also learnt something tonight. Thanks to aerirprown for pointing us in the right directions.

  • PlasmaGames2013, I suggest you go and read this tutorial.

    scirra.com/tutorials/37/beginners-guide-to-construct-2

    It will answer a lot of the questions you are asking. You may need to apply it differently, but it will really give you a great start in the right direction.

    If you scroll down the menu on the left and look at keeping score, it will answer your specific question on how to keep total of the bullets.

    Good luck

  • The mouse position registers every tick, therefore if you move more than a pixel in a tick, you are going to have a gap and a dotted line. I would guess you would need to record the positions each tick and then using some maths fill in the missing pixels each tick. The easiest would be just a straight line between two points. With fancier maths and some higher order polynomials you would be able to smooth out the curve.

  • damjancd, found this helpful in understanding dt

    scirra.com/tutorials/67/delta-time-and-framerate-independence

  • krol5326, check out the physics and bullet behaviors. Both have a gravity feature. Physics is performance heavy, but more realistic.

    The bullet behavior has a set angle to motion feature, so you will be able to go up the incline with both feet on the ground, but you will lean back a bit.

    Most likely you will need to create different graphics / animations to handle the different movements on inclines etc. Take it to the extreme of the incline being a wall. The character would most likely move differently up the wall than on a flat.

    Hope that helps

  • A capx would be really useful here. Usually you just set the speed and or acceleration of the object at different triggers. So you set the speed when you want to RUN and when the run is finished you set the speed back down to walk.

  • I would think this is very doable, and have seen others on the forum are also attempting books with C2. The large background vs tiled background thing is a performance issue. In a book there is not alot going on, and if the toy bounces around a little slower than planned it will not be a huge issue.

    Thought to consider, is perhaps stay away from the dt frame rate independence, so that if your frame rate does drop, it will affect the speed, but your movements will still be smooth.

    Although C2 is designed as a 2D gaming platform, it really can be anything you want it to be, just depends where you want to take it.

    Good luck

  • You could randomize the forward movement and angle of movement. Also move towards a point. Will give a wandering effect. If you ever get to the point you can just randomize a new target point within a given range.

    EDIT: Had some time so put the example together. Every now and then exhibits a bit of mob mentality, but explains the idea.

    dl.dropboxusercontent.com/u/79803565/Wandering%20Zombies.capx

  • I have made a small modification to your example to emphasise the point I want to make.

    dl.dropboxusercontent.com/u/79803565/NickName%20Pick%20instance.capx

    The concern is that the Family: rotate 45 degrees event, can now have two separate outcomes, depending on the context where they are used. This introduces an ambiguity into Construct 2 which I would have thought is not good. The first use of the event, rotates just the instance created. The last use rotates the entire family.

    It seems that you modify the select instance of a Family to achieve this? How long does this last, until the end of the event block? Perhaps a better implimentation would be to have an Nickname : SOL : Pick last instance?

    Hope there are no misunderstandings of how plugins work in the above. Really love the plugin and will continue playing with it. Thank you.

  • Thanks for the question. Really had to think a bit. Here is another way of doing it without using families. You can use the animation frames and set each frame as a monster. Had fun making this capx for you. If you need your monsters animated then you can select an animation instead, and let the animation run.

    dl.dropboxusercontent.com/u/79803565/RandomMonsterGenerator.capx

    Credit must go to Yann in this post scirra.com/forum/random-object-selection_topic47519.html. I was a little stumped and so went looking for help and found the idea there.

    Happy creating

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  • danno55 looked through your capx, it all looks great. Perhaps I misunderstood what you are trying to achieve, but they are three linked bars all operating under the physics environment. I did not get the slop or springs reference.

  • LittleStain, have been using it for a game that I am making, not quite as frenetic, but the same idea. Never heard of Boids Plugin.

    Iruka, only worked on dt recently, really important to implement into all your games. If you missed it in the tutorial behaviors do not need it as it is already incorporated.

  • A picture tells a thousand words. Nice LittleStain