C-7's Forum Posts

  • If I wasn't so focused on finishing my own zelda-like game, I would be all over posting a template to the store. It's simply more complex than a lot of platformer stuff, though, so not as many people can/know how to do it.

  • Congratulations! You guys deserve any and all praise you receive! The game is awesome.

  • You could also traditionally animate at higher resolution and avoid some of the rigid look of some tweened animation. I've seen a lot of the game dev community just in love with pixel art, but the novelty is gone. There is a smaller niche that likes it, but the general public complains about it--even beautifully-done pixel art. Your art style will help determine your audience/market, and pixel art limits you there.

  • Groups probably wouldn't be the best choice for this. They make sense in your head for this, but they're more for enabling/disabling an enemy's ai out something.

    You'll want to use variables and functions more than likely--it'll save your **** later. Groups would be a lot of repeated code in this case. So if you want to change something later, you would need to make the same change repeatedly by hand for each group. If you just had it all reference a variable instead of hard-coding your numbers, you could make one change and not need to go through everything again. Definitely check out a tutorial on findings too. You could call a certain event with unique values anywhere you want in your code without any copy and pasting.

    Use variables and functions. At some point, familiarize yourself with arrays and dictionaries, too if you aren't already!

  • Use both then. Still keep track of your degrees and just add the dead zone conditions simultaneously. That way, it only triggers at the edges of the circle pad, but when it does, you keep track of the degrees.

  • And I get joystick inputs by things like: x>0, x<100 perform action .......etc

    Just change that 0 in all of your events to whatever value you want. 80, 90, whatever. It might help to make it reference a variable then you can just keep adjusting the variable to increase/decrease your deadzone.

    So if X>80,X<100 and if X<-80,X>-100 etc. but swap 80 out for a variable so you can change it later really easily.

  • It's really fantastic work! It's nice to see other ambitious projects in C2! Your art style looks great and the animations are nice. I'm curious just how many frames your animations use, but it all looks nice! I hope you have a nice way to ease new players into all the detail you have in the game.

    I'll be actively checking out your topic to see what else you get working in the game!

  • C-7

    Yes. I know that's the case and I've been trying to get it to work based on Ashley's tutorial. But even using trigger once while true, set them to group and all other methods. Just can't seem to get this one to work. Regardless of whichever condition I use. It all goes back to a loop. I might not know some of the advanced technique yet though. I am looking at Else statement now. Thanks for pointing out.

    *Update* Got this to work with Else subevents. Thanks again!

    No problem! I try to post direct answers, but Ashley explained it really well, it's a common mistake that you made, and it's something great to know!

  • Remember events are read top to bottom. So how you have it, it is rotating the object 90 degrees then immediately rotating is back 90 degrees the other way if I'm looking at it correct.

    Check out this tutorial by Ashley to see a better way to set that up with an Else statement.

  • > stuff

    >

    this is exactly what i want!!!!!!!!!, thank you so much for your help!!!!!!!!!

    Hah you're welcome! I think I commented it pretty well, but let me know if any of it doesn't make sense.

  • Add the sine behavior to it. Now use lerp to move it smoothly and constantly toward a specific point relative to the player. My example below will give you smooth and floaty movement that is relative to which way the player is facing.

    Here is a working example of it with no plugins and just a few events: https://drive.google.com/file/d/0B4Cyki0BEAFdNUxmMzJEYTNWT0E/view?usp=sharing

  • It was browser-specific last I messed with it. Either IE showed a clear background and Chrome showed trails or vice versa. I think nw will show trails.

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  • No. I actually thought about saying in the other post I wasn't willing to downgrade It's easier for you to just spend 45 seconds getting the update at the bottom of the page. I promise the beta release isn't scary or weird.

  • Okay, I made a quick and dirty version really quickly. There are a few things I did that are easily expandable to make your game more convenient to make later. Check out the container under "base" for instance. I didn't use the turret behavior since it wasn't necessary. It was just as easy to omit it and do it through events. I also visually added (an ugly) boundary so you can see where the turrets are activated. It's all run off of the mouse position, but it's just as easy to handle it with other objects. You can (and should) set the boundaries based off of variables that you control with your objects in-game, but that wasn't necessary for such a simple example.

    Check it out

    It's made in r210 of C2 I think.

  • I was saying to cut out the turret behavior altogether since you have different visuals anyways. Just create a bullet at that specific image point on the visual element. If you don't know how to use image points, check it out in the manual.

    Try spawning your bullets at image point 0 of your object, though, if you insist on using it. Hopefully you haven't moved that so it should be right in the center.