calebbennetts's Forum Posts

  • Are you saying you want every copy of, say, a hero sprite to have its own attached copy of a sword sprite? If so, I think you want a container. Go into the hero's properties, find container, click "add object," and click the sword object. Then, every hero you make will automatically spawn a sword. Then the events would just be:

    on hero created->set sword position to hero(image point 1), pin sword to hero.

    Or did you mean something else?

  • Yeah, you use the event sheet. Be sure to specify "position only" as the pin type. Then give your arm object the "rotate" behavior and give events to rotate some positive speed when right is down and angle is greater than zero, else rotate negative when left is down and angle is less than 270, else rotate with speed zero.

    And at all costs, avoid the walruses...

  • If you want a top-down view, you might want to look into 9-patch instead of tiled background. It lets you have an outer border with a tiled center.

  • I really, really like this series. I found it last night and already listened to 3 podcasts. But I kept finding myself surfing to find visual aids on Youtube or the guest's website. Would it be practical to put new podcasts on Youtube with looping videos or occasional still visual aids? You could film yourselves/your guests for filler video. I realize a change like that would really switch up your workflow, but I think it's at least worth consideration.

  • Could I suggest:

    enemy Is on-screen

    if player.x<self.x simulate 8-direction moving right

    else simulate 8-direction moving left

    if player.y>self.y simulate 8-direction moving up

    else simulate 8-direction moving down

  • But I think C3 is going to fix that (when it comes out).

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  • If this is a 2.5-D game, I would use 8-direction and make the places you DON'T want him to go solid. Jumping would have to be made with events and/or animations, and you would have to somehow track what collision layer he's in. I had a lot of time today, so I put together a demo of what I mean.

    drive.google.com/file/d/0B_yBalwF1wRjbGZOQ3o1ck9pcFk/view

  • If you mean putting in lines, I use a tiled background with a tiny height, constantly adjusting the width and angle to stretch between 2 points.

    For example, a tiled background can be a line from one fixed point to a moving one.

    -Under its properties, give the tiled background object a hotspot on the left and add the "pin" behavior.

    -Have an event which, when the layout starts, moves the tiled background to the first point and pins it to the first point by position only.

    -Have an event which, every tick, sets the tiled background's angle towards the second point ("set angle toward object") and sets the tiled background's width to the distance between the two points ("distance(1.x,1.y,2.x,2.y)".

  • You can already make events using mainly typing. Pressing "E" makes an event, typing part of the object name until the window selects the object you want and pressing "enter" shows expressions for the object. "C" to add conditions, "A" to add actions, etc. It's not perfect, but it can be helpful.

  • If you're willing to answer a technical question, when I try to make slope-based platformers, I always encounter one problem.

    Slopes and flat areas work fine by themselves, but the character glitches back and forth when he's on the border between the two.

    How does your engine smooth out this transition?