clodius666's Forum Posts

  • Thanks!

    Although i didn't manage to use that code directly, since classic seems to be missing that "rotate towards sprite.direction" expression, but i was able to come up with a rough workaround, but atleast now it works like i was hoping.

  • Thanks for replying!

    Unfortunately i can't open the file since i don't have C2 (yet, but i will some day), i'm still toying around with Classic.

    May i ask if you could paste the code here, it would still be very helpful?

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  • My issue is rather simple (i think):

    I am trying to make a system where when the player presses right arrow, the sprite rotates 90 degrees clockwise and stops (rotating), and the same for left arrow and counter-clockwise. For some reason my brain locks up trying to solve this action. So basically, the sprite would have only 4 angles, up, down, left, right. I can easily get it to work with "set angle", but it doesn't really look or feel nice, it needs to have a seamless rotation and thats the issue.. I guess this is laughably simple and easy to do task, but i'm kind of stuck

    Any wizards still here?

  • Hi all!

    Straight to the point:

    Im trying to wrap my head around the logic involving a sequence of explosions, which is actually just one explosion that expands in blocks. Imagine a center block that upon explosion, expands around that center. Since its going to be.. well, blocky(but not restricted to any kind of grid, mind),there will be 8 blocks surrounding the center and so forth, up until say, 3 counts, to keep it simple, which would result in 48 "explosion" blocks created in succession around the center. In other words, much like the explosion in good old Bomberman, but expanding in all 8 directions.

    Sidenote: i also plan on adding a simple dynamic behavior in the explosion. For example, if one explosion block direction collides with unbreakable wall, it changes direction and continues until its count value is up.

    NOW, i really have no idea how to create this kind of sequence honestly (well i do, but my own method would be highly ineffective and a resource hog consisting of a lot of different sprites) and i would like to ask all/any of your help in this from the ground up.

    Any hints and suggestions are welcome. Also, sorry if my grammar sucked, i tried to explain as well as i could, if youre having trouble understanding what im getting at, i could post a few example pics of this later.

    Anyway, thanks for reading!

  • i checked that .cap and i must say, thats one big combo of code to get around my head <img src="smileys/smiley36.gif" border="0" align="middle" /> but useful in the future im sure, ive always toyed with the idea of making a splitscreen game..

    i kinda guessed that it has something to do with the canvas object though. gonna go fetch that texture setter plugin and see what i can come up with. thanks for the hints, i kinda understand the logic now. ill come crying back here if i cant make it <img src="smileys/smiley16.gif" border="0" align="middle" />

  • hi again!

    so, i had this idead of a sort of scanner, for a top down project im making. the scanner would be located out of the screen, but it would project its content on screen. sounds simple, but.. is it possible to achieve a picture in picture? the reason why i thought of this was that i originally thought about having a zoom out option,which would be really simple and easy, but upon testing the performance takes a hit, because theres more stuff on screen when zoomed out. so, i thought this would serve a purpose, while not having to render all the needless stuff on screen around the player, just the area the player is "scanning".

    anyway, i quickly threw an example pics together in gimp to better illustrate this idea im trying to achieve. heres the pics:

    is the minimap object able to do something like this or do i need to resort in dark rituals to achieve this? <img src="smileys/smiley36.gif" border="0" align="middle">

    or should i just take the potential performance hit and make the zoom out layer- trick instead? (im trying to save performance as much as i can this early on)

    any advice would be appreciated!

  • it does look nice.

    i tend to avoid using physics object these days as much as i can, it can easily kill your framerate when stuff keeps piling up as you go.

    you could try and reduce the "simulation steps" value and see if that helps. or you could take the long hard road and make something simpler and less demanding with custom movement with push out of solid action or trying out different stuff, ball behavior etc.

    anyway, this was the example i was thinking about:

    http://www.scirra.com/forum/download-fluid-plugin-alpha-here-smoke-and-firedemo-exes_topic40552.html

    ...but it seems the links are dead. you could try asking lucid or someone else here if they have it.

    i can check if i have it too when i got the time.

  • hi!

    im not sure if its of any help, but have you tried toying around with the erase effect?

    you know, make a trail from sprites (or maybe even particle object) and add erase and fade effects. havent tried if that works, but just crossed my mind as a possible solution..

    also, you could check the effects-thread, there was this fluid/smoke/haze kind of effect around here somewhere, but iirc, it is quite heavy.

    im afraid thats all i can offer to help for now.

    EDIT: just checked that .cap you posted. maybe my suggestion wasnt exactly what you were going for, sorry.seems like you would want something a bit more dynamic. though you could still try that erase effect if it works out somehow.

  • Please could you send a capx or image of your work.i really need to know how its done.thanks :-)

    wow, now this takes me back lol.

    just a heads up: this was for Construct Classic. i dont have construct2, so i cant make a capx for it. here's a picture for CC to get some basic idea how its done, using platform behavior:

    https://www.dropbox.com/s/4kvgk6malymp21o/dodge-pic.jpg

    if you have CC i can send the barebones example .cap

    hope it helps.

  • hi.

    i only had little time to check the .cap, and im afraid im not much use, since i havent ever tried to do edgeclimbing,but..

    it seems like that is a picking issue what youre describing.

    have you tried adding a condition "pick closest to ?player?" (or something like that) somewhere there?

  • happy happy joy joy <img src="smileys/smiley32.gif" border="0" align="middle" />

    now i have the foundation to build upon. cant thank you enough, really.

    ive done a lot of ground work for this project already, sprites, art and stuff, so its nice to move it from the "eternal project" category to "somewhat possible to finish" category. as long as i can keep things simple and my ambitions low <img src="smileys/smiley36.gif" border="0" align="middle" />

    oh and by the way, i clearly said:

    "i swear this was my last question about THIS shooter issue"

    <img src="smileys/smiley15.gif" border="0" align="middle" />

    clumsy english FTW...

  • incredible, as always!

    if i had any money, id be throwing them at the screen right now out of gratitude <img src="smileys/smiley36.gif" border="0" align="middle" />

    works flawlessly, with only ONE thing remaining:

    how do i invert it?

    sorry this must be really anoying and overall primitive question, but now its: move mouse right, screen turns left and vice versa.. <img src="smileys/smiley9.gif" border="0" align="middle" />

    again, sorry, its been long since i last worked with construct. i swear this was my last question about this shooter issue <img src="smileys/smiley4.gif" border="0" align="middle" />

  • this is great, thanks! a lot better than what i have been able to accomplish with the physics behaviour myself. hope you can further develop this, id be very interested to see how this evolves.

    only two things that caught my eye:

    -when moving in reverse, isnt the turning direction the opposite?

    -when you move really slow,you cant turn and when you go really fast your car loses traction so that the velocity doesnt "follow" the linear direction of the front tires(like driving on ice,although i didnt try to tinker with the values,so it could be because of that). ive struggled myself with the same things and it really got me frustrated, more so that i gave up <img src="smileys/smiley36.gif" border="0" align="middle" />

    but anyway, this was brilliant! nice to see people are still making these for the CClassic!

  • no prob.

    i guess it would be a good idea to always use private variables and "states" to avoid these kinds of contradictions,i know things get complicated when you have a lot of different actions and moves and rules and priorities and such..

    but anyway, glad you got it sorted out. <img src="smileys/smiley32.gif" border="0" align="middle" />

  • hi!

    im not sure if it works properly, but you could try and add a condition "key (down) is not down" to your jumping condition, to prevent jumping.

    so,

    -key (down) is down-      then right click it and select the invert condition.

    i guess thats the simplest way to do it.