conker23's Forum Posts

  • stop apologizing for everything and keep being nice bravo for your inventory !

  • Ooook it's exactly what I figured out after trying different combinations. Thanks for your reply

  • Of course.

  • It's make a lot of sense, thank you very much for that

    By the way, what is the sprite hotspot ?

  • Hi everyone,

    I want to write fractions in a little game. They are composed of 3 parts : a fraction bar, a sprite text for the numeratr and a sprite text for the denominator. At the beginning the denominator and the numerator are set relatively to the fraction bar thanks to two image points.

    I'd want to start with a tutorial for the player. So the fraction would be small at the beginning and then would smoothly go to a point I specified and getting bigger and bigger during the movement. The movement is done and the scaling as well, but I have an issue with this one.

    When the bar is getting bigger, its image is bigger and bigger but it seems that the image points doesn't move proportionnaly to the place they used to be : they stay at the same place !

    tl;dr : I'd like to get bigger two objects where one is set relatively to a second thanks to image point system. How do I hold the porpotionnal distance between them ?

  • Ok I better understand why you need laaaarge dictionnaries ! It's a very interesting project, and I'm very surprise to see it developped on construct 2 rather than a traditionnal language liky Python or C++.

    However, I'm not english native and I don't have enough skill to try to understand her poems :s

  • I have no idea, but I'm very curious to know why you try to make a Markov chain generator.

  • Another idea would be the following : instead of moving the position of the object, each slot would have different animation which adapts when you collide an object. Each object has an ID. If you collide an object, this one is destroyed. On destroyed, you figure out how to pick the ID of this very object.

    Then you launch a for loop which looks for the first slot being empty. Once it's found, you set the animation you wish to the slot depending on the ID of the collided object.

    However, if you do so, all empty slot will be filled with te new object. To avoid this issue, you can add a test in the "for loop" to stop at the moment it reaches the first empty slot. For instance a boolean "isSearching" which is true until it finds an empty slot.

  • Isn't it enough to include the event sheet in each main event sheet of your different layouts ? You want your event sheets to adapte to the various objects as well ? If so, you'll have to work with families instead of objects and to be as general as possible in the global event sheet.

  • Something exactly like that.

    A friend of mine told me I could split the house in two objets, one with the solid behavior, the base, and one without the solid behavior and on a different layer, the roof, which would be on the top layer when I go through. It's a good idea, I will try it out.

  • Hi everyone,

    I want to make a game where you see from above (lilke in ancient Zelda) but not completly. The same as in hyper light drifter. And I have an issue.

    Imagine I have a house. It has a floor and a roof. I'd lije to be able to go trhough the house when the y position of the player is above the base but not above the roof. A draw will certainly be clearer.

    .. _____ < - I can go normally

    /_____/|

    |_____|| <- I can go and i pass behind the house

    |_____||

    |_____|/ <- I can't go through the house

    < - I can go normally and I passe above the house

    I have some ideas with a LOT of tests and while loops, but I'm sure wthere is a better way to do. Any ideas ?

  • Thanks a lot, for the answer and the link. I've already read this page, but I completly missed that apparently...

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  • Hi everyone,

    I have a very silly question : I'd like to remove spaces from a string. I could set up a system to avoid this, but it be really more convenient if I had a way to do that.

    Any ideas ? It's so simple to do in traditionnal languages... Construct 2 is so great, I can't believe it's hard to do such a thing !