BluePhaze's Forum Posts

  • One thing to test as well is how it reacts when you are on the very edge of platforms.... I had issues with this as it seems sometimes if you are on the very edge it counts as falling and triggers animations. Usually this happens on objects that are not using a separate collision rectangle and are instead using their own shape for collisions which can cause the collision polygon to change shape depending on the frame of animation...

  • Or put it in the event that spawns the explosion:

    Create Explosion

    Explosion move to top...

    Sorry if my pseudo code doesn't match up, I am on a tablet without construct in front of me....

  • Any chance you can share a sample CAPX of the behavior you have come up with? I am very interested in the method used. Or maybe just a screenshot of the event sheet.

  • Awesome!

  • The create object behavior should have what you need, you create it at the origin point you want, and set it's angle based on the object that is creating it. Similar to how the ghost shooter example works that you mentioned earlier, sorry I would provide a sample CAPX file but I am at work and don't have Construct in front of me.

    You would just need to have some logic to change the angle/rotation of the turret based on user input (arrow keys, etc...)

  • cesarzevil actually it was a very civil answer. You were already given a solution on how to proceed. The fact that you don't yet have the familiarity with the tools to implement that solution is not my fault. Also, if you don't receive a reply for a period of time, it could be that everyone isn't just sitting all day waiting to answer your questions. We answer when we can and to the extent to which we can. If that isn't fast enough or clear enough, then there is not much else we can provide. But good luck with the attitude.

    As jayderyu pointed out, if you can't understand the answer, you may want to try a different approach.

  • I would take a look at the turret behavior that was recently added. It may be a good starting point. There should be a sample project and possibly a tutorial on it available as well. Hope that helps!

  • Or the common practice is to have a seperate layer with paralax set to 0 and use that as your UI/HUD layer.

  • I have found some older posts about game tile creation but nothing recent. I was just wondering what tools you use for creation of tiles for creation of platform levels, etc... Currently I have been using InkScape. Though I do have Gimp and Microsoft Expression Design. But Creating seamless tiles seems easy until I get to the point where I realize I need tiles for many different scenarios like Slopes, edges, differing types for solid/jump through, etc, etc, etc...

    Are there any tools or at least templates you have found that help with the making of your level tiles? Something that covers all the basic tile types you need in a typical platformer and maybe some tools to help with the others that are a bit mroe difficult.

    I have found that trying to work with the basic 9 block doesn't really cover as many scenarios as I originally thought. The original 9 blocks being Upper left(Corner), Upper Middle (Ground), Upper right (corner), Mid Left (left side/cliff), middle (center block), Mid Right (Right Side/Cliff), Lower Left (Lower Corner), Lower middle (Underside), Lower right (Lower Corner)....

    I keep finding that these 9 really don't cover much at all when you start looking at more complex landscapes and trying to have a smooth seemless look...

    Your thoughts or experience?

  • Stomphoof Welcome to the community. I completely agree with you! This is a great place full of (mostly) great folks who truly like to help eachother move the platform forward!

  • roracle You want a refund because you bought a Windows Application and your PC has issues with Windows...

    As Scirra isn't responsible for your copy of windows, the state of your PC and have not advertised that this is a Linux product, asking for a refund seems pretty unfounded. You ask for a refund when the product you buy does not do what was advertised. I can't ask Mazda for a refund on my car because of the road construction near my house, or the rising price of gas... or the fact that it isn't a hybrid when I didn't buy a hybrid...

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  • Starting multiple threads on teh same topic and constanty bumping your own topic isn't going to get much of a positive response. You're first goal here is to read the manual and do the tutorials. Notice under your reputation where it shows your badges. When you have read a good deal of the topics in the manual, you will get some badges for it. Currently it appears you have give the manual a cursory look, but not really dug into it much. Also, do the tutorials. The best way to learn here is to do it. Asking questions doesn't help if you are unable to use the answers. Most likely if someone gave you a way to do it you currently wouldn't be able to understand all the pieces involved and put it together. Unless you are asking someone to do the whole thing for you?

    Otherwise, same reply, spend the time to go through the manual and the tutorials. It's about learning how to use the tools, you have to take the baby steps and get good with the basics before you can fully start using them to implement more advanced scenarios. Like anything else in life, get a good base understanding. Complex tasks are easily accomplished when you can break them down into a series of simple tasks...

  • Working with global variables is covered in the manual and the tutorials. I would highly advise going through them. The proposition here is to create a global variable for each of your acheivements. Define what has to be done to get each acheivement, then when the task has been accomplished, set the variable. Have code that reacts to the variable. You can then use something like the web storage object to save that info between game plays so the player still has their achievements. So here are the things to look at in the tutorials and manual:

    Global Variables

    Events and Conditions

    Web Storage

    That should give you enough to impliment it, you just have to come up with the actual logic and requirements of each acheivement.

  • You should be able to get somewhat closer using damping, etc... but not sure if you will be able to easily get the same realistic rolling reactivity that you would with physics...

  • Look through the tutorials at the samples there, look for the ones on rotary style games, while your whole game may not be using the rotary type movement, it sounds like some parts at least will be. Also read the manual. 99% of basic questions can be answered between the tutorials and the manual.