DerpyDev's Forum Posts

  • I am a new game developer with nothing to my name. I'd like to participate in this year's Ludum Dare, which starts two days from now. Only problem: I can make pixel art and can develop in Construct 2, but I have no talent or experience in music. So... is there anyone who has experience in music creation who is willing to work for free and is capable of creating a good soundtrack in less than 72 hours?

  • For me, I sort of remembered off and on. I coded using Javascript too long, and reprogramming your brain takes way longer the programming a game with raw code xD

  • Am I the only one who continually puts parentheses around text instance variables, which ends up causing no end of trouble when your event sheet reads them as ""Red"" instead of as "Red"?

    Also, this is the right forum for this, right?

  • Thank you very much for the help guys! You were all so helpful!

    BTW, I feel like this should be added to the FAQ, cause this seems like it would be important

  • I don't know about you, but whenever I try to implement objects in my Construct 2 games, it always leads to the same problem. And that problem comes when I try to resize my graphic.

    That doesn't look good!

    The original graphic was only 5 * 6 pixels in size, which is pretty freaking small all things considered. But when I try to make the sprite object bigger, it always ends up looking fuzzy and ugly. Is there a way to stop this from happening? Seriously, this is pretty basic information that I feel like I am missing, so is there a tutorial that explains how to solve this issue?

  • You might want to add the physics behavior to the player. I think that will work, but you may have to mess with it for a little while in order to get the desired effect.

  • I think the key would be to make it so that you can only collide with objects on the same layer as you. I have no idea how to do that however without plugins, which is a problem. So... Can you make it so that objects can only collide with specific objects?

  • Yeah, looks like your backups are getting their own backups for some reason.

    Backups within backups... it's backupception.

  • Here is an idea: make a global variable that saves the UID of the checkpoint you reach. I am pretty sure that global variables don't reset when the layout restarts or loads. That way, you can say which one you want to change the animation of.

  • Oh my freaking gosh THANK YOU <3

  • I get the feeling my point is still not being understood. I am going to try really hard to explain this.

    You see that thing?

    That is one tile. There is a lot of tiles on the layout at the moment, as you can plainly see. What I want to do is make each get a random tile from the tilemap, but I do not know how to make a loop that selects each tile on the layout. Can you please explain to me how I am supposed to do that?

  • There's a discussion and some solutions on this thread:

    Sorry, but I don't think that you quite understood what I was asking. Maybe that is my fault, but now I have to explain myself.

    I put a number of tiles on the layout, and I want to go to each and every tile at the beginning of the layout and give it a random tile from the tilemap. But at the moment, I do not even know to select an individual tile. So... How can I select every single tile in the layout?

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  • The problem is when i use unpin to unpin the ball from the background sprite it also unpin the shadow from the ball... i wish i could unpin the ball from the background sprite, but not the shadow from the ball.

    The problem is that when you run the event, it will run the event for every instance of the object the fits the condition. It will do this unless you tell it to do otherwise.

    Every individual object has a unique UID. If you click on the ball and find out what it's UID is, you can choose which specific instance of an object you want to unpin. Just go to the conditions list and add the condition that says pick by unique id.

    There is also the possibility of adding a second object that is the shadow and pinning it to the ball. That way you can unpin the ball without unpinning the shadow.

    There is also a third possibility, and undoubtedly the best solution, is to not make a specific object to be the ball at all and just create a Shadow Light. Add the shadow caster behavior to the ball and you have a shadow. Just remember that shadow is on the same layer as the light, so putting the light on the highest layer puts the shadow above everything, while putting it on the lowest layer puts it below everything.

  • So until now, I have not touched the tilemap. I have heard many good things about it though, so I decided that I wanted to make a randomly generated city with a tilemap for the sidewalk that the player walks on. I wanted to make it so that each tile on the sidewalk is randomly selected from 17 different tiles on a tilemap, but I don't even know where to begin.

    Link to what I tried so you know what the heck I am talking about: drive.google.com/file/d/0B1VrguiWk

    WC6U0txM3ZHcE5aZ3M/view?usp=sharing

  • Wait... I don't have the latest version of construct 2?