deadeye's Forum Posts

  • Is this random generation? Do you need a specific number of trees for some reason?

    Why not just run a quick check after placing trees that destroys any trees that are over water?

  • At least Soldjahboy has played Braid...i bet no other black rappers have

    What about white rappers?

    Or black astronauts?

    Or hispanic insurance agents?

  • Topic moved to OT.

  • That's awesome . I've spent way too much time playing with your absorb.cap.

    In fact, looking at your absorb.cap I've been inspired to finish the microbe-shooter I started a long time ago. This plugin would be just about perfect for the enemy movement.

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  • I hate trackers after bug tracker didnt like my size bug size of cap was 550kt so no someone else can post every bug and feature Im interested in.

    NO.

    Make a smaller .cap to post your bugs, or host them somewhere else and post a link in your bug report.

  • What exactly are you trying to do, alspal? Is this a level builder type thing?

    Perhaps if you let us in on the effect you're going for, someone could come up with a working solution.

  • I know! I was just pulling your leg

  • Aside from the obvious "it's too hard " reply (which it is... I had to read the SA thread before I knew how to wall jump) I will say that the graphics and music were awesome. I loved the hand-drawn cutout style.

    Good luck in the compo

  • Wow, you dragged a mirror all the way out to the beach?

    hehe, jk

  • You can change an application to a game via application properties, also.

    Ohhh, now I feel stupid.

    No really, I didn't know you could do that.

  • A couple things might be broke or inaccurate for v0.99.+ but the basic theory behind the double-jump will work the same

    You should go through the tut using 0.98.9 though... the player controls are all broke (unless you want to go through each control event and change all the controls to Player 1 ).

  • You need to use the actual angle() expression here. You've just typed this in the angle box:

    Sprite.X, Sprite.Y, MouseX, MouseY

    and you need to type this:

    angle(Sprite.X, Sprite.Y, MouseX, MouseY)

    the angle(x1, y1, x2, y2) thing is an expression that gives a number that represents the angle between the two points of Sprite.X, Sprite.Y and MouseX, MouseY. It's a math function that's figuring out the angle for you based on those four coordinates:

    <img src="http://i28.tinypic.com/2llj7e8.png">

    For more information on math expressions, check out the wiki.

  • Is there a way to make it slide ONLY if your holding the direction of the wall?

    Yes. Add conditions to your events that check both if there is a wall to one side and if the corresponding key is being held down.

    Something like this:

    + Control "Move Right" is down
    + Sprite is overlapping Wall at offset (2, 0)
    + Whatever other conditions
    
    + Control "Move Left" is down
    + Sprite is overlapping Wall at offset (-2, 0)
    + Whatever other conditions
    [/code:dys30cu1]
    
    Edit:  Beaten by mere seconds!  But whatever, I'm posting it anyway
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  • I assume you mean with physics behavior.

    + Always
        -> Sprite: Physics: Set torque 1000 towards angle(Sprite.X, Sprite.Y, MouseX, MouseY)
    [/code:30maf5fp]
    
    The angle(x1, y1, x2, y2) expression gives you the angle between two points.
    
    You're also probably going to want to set the angular dampening in physics properties to 100%.