bachrock's Forum Posts

  • bachrock if your planets are circular, your time will be wasted following my tutorial as it's needlessly complex. What was the problem with the youtube tutorial I sent?I should've been more clear. I want to do more than just circular planets.

  • Hey there everyone,

    I'm really excited to have found this program and the community of folks working with it. Little by little I'm figuring things out and hope to make a fully fledged game sooner than later. All your help is greatly appreciated in helping me realize that goal. Once I'm there I hope to help others who are where I am now.

    Hans

  • Thanks I've since realized I want to have quite a few more than 20 planets. I'd like to use the same technique you did, but couldn't follow the tutorial. I copied the layout you had in the two images, but it didn't work.

    Perhaps it would be easiest if I could get a .capx from you?

  • Try this, I used it on my game :

    <img src="http://i45.tinypic.com/o6a3vc.jpg" border="0" />

    Here my player is bound to the surface of the earth. So when I press either left or right arrow the player will move around the surface of the earth in a clockwise or anticlockwise direction.

    Hope that helps a little.Yes, thanks for that. I actually went about trying to figure this out myself and came up with that. I'm not sure though if that could be efficiently applied to larger levels with say 20 planets.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Great work rexrainbow!

    I'm trying to apply the behavior to a different scenario. I'd like to have a character be able to walk around a circular planet. Trouble is, as I have it now, the character falls off at soon as it gets to 0/1 degrees or 180/181 degrees.

    What's going on here? Can the behavior be used in the situation I'm trying to create?

  • When someone with some ideas on it has some input they will add it. Bumping your own request will just get negative responses. Look at who wrote that tutorial and send them a message on the site. Or put their name in your questions with an in front of it and it will send them an alert that they have a mention in this topic...Roger. Thanks. I've edited my post. I'll message him.

    If you are using physics, you can set the collision path to circle under "Physics" in the "Object type Properties" bar. (above the "add behavior" button, it's not in the animation editor.)

    As for the gravity, someone else will have to help, I haven't tackled that one myself yet.

    Thanks dude.

  • Any thoughts?

    sqiddster

  • I followed this tutorial, but don't fully understand it:

    scirra.com/tutorials/273/how-to-make-a-gravity-based-platformer

    Here is my .capx file.

    I simply want the character to move around the sphere and have gravity in the center of the sphere.

    Also, the bounding box on the sphere is an octagon. How can I just make it the circle?

    Thanks!

    EDIT: I can't post links, but I can tell you the image is at imgur / WfmwEhg

  • So I've seen the following tutorial which talks about randomly generating tiles that are all in one sprite:

    scirra.com/tutorials/360/generating-a-random-tile-map

    What I would like to do though is generate a grid of random square tiles (e.g. 4 way intersections, 3 way intersections, etc.) that are all their own sprites.

    I gather arrays would be useful in this, but I'm just not sure exactly how to go about it.

  • I see you can not only make games, but general apps with C2. I have an idea for one that would use OCR (Optical Character Recognition). Anyone know if there is or will be a way to use OCR with Construct 2?

  • Thanks guys, that helps a lot!

  • Any ideas?

  • I would like to figure out fog of war for a turn-based game involving a square grid. Different characters will see more or less of the map.

    I've been thinking of having invisible squares that are always a certain distance from the character. Also, are black squares on each tile that use color overlay so they make what's below them black and white. When the invisible squares overlap a black square, the black square has its opacity set to 0.

    Firstly, is this a good strategy?

    Second, if so, how do I get the black squares to go back to opacity 100? I've tried the else command and inverting the condition, but neither has worked.

  • Yes, you really should! :)

  • Ah I feared as much :( Vista is very buggy with both Construct Classic editor and games it makes. I don't know why, but it's the only OS I've run into problems with.

    You might be able to run a VirtualBox of Windows XP to use Construct Classic though.

    Maybe I'll upgrade to Windows 7. I've been thinking about using Construct 2 though as I've heard big games don't work so well with it.