brockatkinson's Forum Posts

  • If you work on the tutorials on the site, it should be relatively easy to apply your newly gained skills to figure out a 'duck hunt' kind of game.

  • There is a plugin which does it already, and works. Ashley says that he's working on Networking.

    However, you've gotta understand that most networking is not 'plug'n'play', it takes ages to set up right.

    How to create online multiplayer

  • If you look into the plugins section, you'll find a video plugin.

  • Instead of using families, make a layer called Collision, and make a tiny red box (like, 5x5 pixels), and spread it around where there is collision. Make THIS object solid. Check for collision against this object only. Make sure to make this layer invisible, though (or probably toggle-able, if you want to have a 'debug' area).

    This is probably something you should end up doing normally, because it removes ambiguity in collision detection.

  • post the capx and we'll have a look at it.

    You are using Mouse|On Object Clicked, right?

  • In addition, there is a function in Unity that I would like imported to Construct--zoom to selected object.

    When an object is highlighted in the Project, I'd like there to be a specific button (Unity uses F) which zooms into that object. Sometimes it's difficult to find, when there are a lot of objects on the screen.

  • What are you doing on here grinning dog. You are a dog you do not belong on an internet forum.

    You don't even have the motor skills required to type.

  • If objects are set as global objects, then no--these variables carry across layouts. But if they're not set to global objects, then technically they're a completely new object when they're in another layout.

  • When you have the MoveTo behavior, you can't set the target object to an image-point, like you can with Set Position to Object. Could we please have that addition in a future build?

    I know it's possible to do it through the Set Target Position (X = Obj.ImagePointX(ImagePoint), but it just feels like a lot more work

    :3

  • Hi. I'm doing a web app and really appreciate the full-screen letterbox ability, introduced in r91, but would like the ability to change the colour, or even do a rudimentary customization of the background--adding in some form of texture, or tiledBackground instead of pure black.

    How difficult would this be to add?

    Also, I'm wondering on the wait-time for per-layout-loading.

    Thanks guys.

  • What is actually wrong with this?

    When you press 'P', the side-scroll bar appears?

    This only happens, for me, when I shrink my window down. I think it's appending several breaks (<br />) under the canvas. I think it's because the button itself messes with the formatting of the page.

    Try it, but instead of using a Button, try just a simple sprite or text, and see if it does the same thing.

    Edit: I removed the button, and it didn't have the problem after that.

    Rather than it being a 'layers bug', it's more an unintended behaviour of the Button plugin, that only shows itself when it's visible. Still, if that unintended behaviour is able to be cleaned up by Ashley, that'd be awesome.

  • Have you tried simply pinning objects onto the main space-ship?

    You can also use things like, Is Moving, and Object Between Angles to find out whether the player is moving a particular direction etc.

  • This is a serious question: how much do these animations matter?

    I would recommend forgetting about them, working on other stuff, and coming back to it when you're fresh.

    I'll try and look in a little closer and see what's wrong with it, in a little bit.

  • In regards to the collision detection; the CustomMovement doesn't collide with Solid objects. I would recommend utilizing either an 8'directional movement, or car behaviour, for it to collide. Edit it within events to get it feeling very 'astronaut'.

    Now, to get the character to hold an object, you're going to have to make a boolean instance variable called IsHoldingObject, and by default set it to FALSE. Also set a PIN behaviour to the boxes, and add in an image-point in the astronaut's animations, where he would normally 'hold' the objects.

    Now, when the astronaut collides with a box, it checks if the astronaut [not]IsHoldingObject, and then sets the position of the collided box to the image-point (that I mentioned earlier) of the astronaut. Then, pin the box to the astronaut, and set IsHoldingObject to TRUE.

    You can have a particular button which will drop the crates, such as the space-bar. When that key is pressed, make it check if IsHoldingObject = true, and if so, unpin the NEAREST (to the astronaut's image-point) crate.

    Also, the crates should all have physics, with no gravity, on them. That's how they'll bounce realistically.

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  • In regards to number 3: I have a decently fast computer, and I don't have any problem with lag when pressing keys.