EncryptedCow's Forum Posts

  • So I have a whole bunch of platform objects. They all have an instance variable called "trigger" which I change to different values to achieve different things. Right now I do

    -Player: On Colission with platform

    -- Platform.trigger != 0

    -> call function "te_" & platform.trigger

    • On function "te_1"

    -> platform destroy

    It's calling the function perfectly fine, but is deleting every platform instead of the one the player collided with. I know this has something to do with it not passing the platforms id to the function so it knows the specific one to delete. But how do I make it so it knows which one to do?

    Sorry if it's confusing, I'm not the best at explaining things.

  • Theres also this one for free. I'm checking it out right now to see how good it is.

  • Oh man. I wish I could do something like this. :(

  • If you turn on snap to grid and show grid, you can see where the objects will snap to.

  • Right click the application in your steam library -> Click Properties -> Click Betas tab -> Opt into the beta release by choosing "Beta - Construct 2 beta updates" in the dropdown list.

  • You arent really giving enough info. What behavior are your enemies using? Also, distance() will return the amount of pixels between object1 and object2 so you're on the right track.

  • This is incredible. A capx would be awesome. ;)

  • There isn't any way for us to help you without a capx.

  • spongehammer

    I suppose I could do that, but how would I know the difference between it being in the air or on the ground. And how could I decide if its rolling on a flat surface or if its going down a hill?

  • I'm on Chrome and it doesn't work.

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  • I'm trying to make something where the player has a ball and moves it around by clicking.

    I'm just applying an impulse of 1 on click towards the mouse position.

    Right now, the ball rolls forever like so. However I want it to slow to a stop more quickly like this. I've turned the friction up on the ball and the floor . I've also messed around with the linear dampening, but that messes up the trajectory and makes it look weird. Is there another way to do this?

  • It is most definitely possible! And depending on how interactive you want it to be, I would say this is one of the easier things to create in Construct 2. Do you plan on having the user be able to make choices to affect what happens, or just go to the next page? Also, this amazing engine makes programming super simple. I would suggest reading some tutorials and have a look at the manual for a bit. Make simple stuff until you get the hang of it, and when you're ready you can start!

  • You could pin all the objects to a single box, then when you want it to show put the box in place and when you need it top pop out, put that box off screen

  • vee41 I was thinking of using bullet behavior but it still needs to slow down.

  • I'm trying to make a top down game similar to this using path finding. I've sort of got it working, but is there any way to do it smoothly? Right now I get the enemies to pathfind to the players x,y every 0.5 seconds but it seems like they jitter a lot. How can I make it smoother or is there a better way to do this?