BluePhaze's Forum Posts

  • That looks awesome, that damn red devil brings Ghosts N' Goblins flashbacks...

  • Ah, from the screenshot it looked like you were doing on touch instead of on click...

  • I am pretty sure there have been a couple of capx with sample map generators that solve this already on the forums, sorry I can't take the time to find them right now as I have to go, but I know there are a couple. Look for cave generator or map generator and you should find something here in the forums.

  • First thing I would check is your layers all changing scale properly. If a layer is not scaling correctly clicking on it will be offset.

  • If you set the touch object to also enable mouse click, then you can just test for click on it and that may work better. Other than that, not really sure.

  • Without an image you would basically need to get just an X,Y coordinate of the sprite. So can't you just put a compare two variables event that runs every tick and checks to see if the players X,Y coordinates are within a particular range thereby being in your trigger zone?

  • Puni this thread is specifically for the NewGrounds game jam. Not the Microsoft app store. Is this an app that you also entered in the NewGrounds Game Jam?

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  • fassFlash Reading is fundamental...

  • with the mouse maybe you can compare the mouse x,y coordinates aginst the players and move the sprite a grid point in the direction of the mouse.

    Also one thing I think is key that some folks are missing, is that testing and debugging all these other new features and making sure they are working as expected would be much easier with a debugger. Proper debugging will make all of the other features easier to implement and do it properly. So if I had to vote on one of the existing options I would have to say Debugger as it will speed up the development of the other options as well.

    The argument that the most important features are the ones that would help in every game no matter what type or genre is the key on this one.

    But, second on my list would be the tile map and visual path drawing I mentioned earlier...

    I would really love tile maps support, but at the same time(sorry if someone has already mentioned this as a feature), I would also love to be able to create visual paths for sprites. You know, draw a line, etc... and assign a sprite to follow it with direction, speed, etc... and allow for variance from that path and back to it depending on scenarios.

    For example, draw a patrol path for an enemy. For top down this may mean drawing the route I want them to take through the map, for a platformer this may mean being able to draw the path the enemy patrols including where to jump, etc... (Change animations, etc... accordingly)

    Have events that would allow the sprite to break from their path (remembering at which point/cell they broke from it) to react to game events (player proximity, etc...) and then return to their path based if for example they cannot catch up to the player, etc...

    This would make so many game types easier. The pathfinding feature is great, but there are certain scenarios where being able to assign specific paths would be very handy. Currently I can do this with creating invisible sprites as waypoints, but there seem to be many things that can mess this up including differences between is overlapping and on collision, etc...

    This would actually be a very complimentary feature to tile maps as we could import or if possible create the tile map in construct 2, then create the routes/paths for patrolling etc within the map. Maybe allow color coding of routes, etc... to differentiate so we can easily keep track of which sprites are assigned to which paths...

    Basically a visual path that can be assigned as a patrol/movement route with points that can be used as triggers.

    Anyway, that is my ramble, I feel this type of visual pathing tool would speed development time of complex gaming scenarios by a good amount and get many games published much faster. Which in the end is a great achievement.

    Thanks!

  • lucid as usual great work, thanks a lot especially for being so responsive and keeping us all in the loop. I have no idea how you find time to update your plugins when you are doing so much on the core spriter build at the same time. Great work man!

  • You could also do it the opposite way by having an invisible white (or other colored rectangle) the size of the visible screen and have it fade in (giving the impression that the level is fading to the next layout). You could then have any objects that you want visible still moved to the layer above the rectangle.

  • Excal any chance you can post a sample capx of the solution you came up with for two touch zones? I may have use of it in a future project.

  • Throws me off at times too, C2 considers the right hand side to be the front of the object...