GeometriX's Forum Posts

  • Why don't you just make your star field image bigger? Have it as large as it could possibly need to be, and maybe change it to a tiled background to conserve memory. Or start it off as big as necessary and then scale it down to match the screen size.

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  • Woo, accidental help ftw \o/

  • Is it just a regular sprite that you're working on? As I've just discovered, 9 patch, tiled backgrounds and particle systems don't support animated images.

  • Sure, set your emitter's spray cone to 180 and the Y randomiser to the height of your screen. Place the emitter just off the screen in the centre. Be sure to set the particle life timeout enough to make its way across the screen

    Example capx

    Just a warning, from another 3D Max user: don't expect much control in terms of the particle systems. You can't spin or manipulate the sprites themselves in much other than size and opacity (obviously speed and so on as well, from the emitter).

    I suggest that you render a few quick animations of spinning snowflakes and use create a sprite sheet for each. Then use multiple particle emitters, each with a different sprite sheet, to create some variety.

    EDIT: Damn, wait. I just realised that you can't use animated images for particles. So scratch that idea altogether :(

    EDIT 2: Again, damn. I just saw now that this is Construct Classic. My apologies. I've got no idea if my first suggestion will work, if those options are even there. The capx certainly won't work :P

  • I'm sure there's a smarter way to do this, but here's my suggestion: create an instance variable called OldX. Every tick, set OldX to Self.X.

    Then create two events to change the mirror:

    if OldX < Self.X : set not mirrored

    if OldX > Self.X : set mirrored

  • You'll need it to face the other way. That's sort of just how physics works.

    Anyway, here's a little example. I used a revolute joint to connect the pivot point to the teeter-totter itself (this is created in the event sheet). The two blocks have a drag-and-drop behaviour, and the bigger one has a density of 5. The floor and the pivot are set to immovable.

  • zatyka I'm going to jump in here and also say thanks for sharing that. Really appreciate it.

    I've been thinking about how to do this for a while, and a massive array across the layout makes a lot of sense in terms of figuring out neighbouring blocks.

  • Thanks for that info, and it's awesome that you demoed your game at Pax. How was it received in general?

    Once you've had some time to analyse the issues I'm sure everyone would be very interested in hearing them. Even those of us here who haven't yet released a game (like myself), plan on doing so eventually, so learning about the issues and feedback you experienced would go a long way to help the community as a whole.

    I also think quite a few of us would be going into Mac releases through node-webkit fairly blind, so that in particular would be of interest.

  • Under Windows, node-webkit exported games store their webstorage info at "OS:\Users[i]Username\AppData\Local[i]AppName\Local Storage", which is unaffected by users clearing their web browser's cache.

    I've tested CCleaner and it also leaves the data alone. Other cleanup applications might be more brutal, but I guess you could be extra careful and warn players against running these sorts of applications.

  • fassFlash It's... different. I say that I've never found a use for it because I've never actually had to use it. It seems to be designed for use on objects when your fullscreen mode is set to scale (just ordinary scale) and/or if you plan on supporting multiple screen sizes and aspect ratios. There it can be used to stretch UI elements to fill the correct width and/or height on your screen or hold them in place.

    Here's a quick example of using anchored text and a 9patch object.

  • fassFlash, there is a behaviour designed for HUDs, it's called Anchor. Personally, I've never really found it to be of much use when one can just use parallax, but it might be suited for particular applications - especially those that use multiple screen sizes and aspect ratios.

  • Waffle, I'm not sure what the issue could be. I assume it's an issue on your side, so I suggest re-installing Construct, and make sure that you have the latest version.

  • Here you go.

    Two events, two instance variables (one is just there so you can toggle it on and off if you want). There might be a simpler way to do it but this seems to work well enough, and it's pretty easy to configure it to be an equilateral triangle or even a circle.

    Takes me back to my Logo days, man :D

  • There isn't a way to code directly in Construct 2, but you can write your own plugins using JavaScript.

    I'd tend to agree that it can be quicker to code directly, but I make heavy use of the shortcut keys and the action/condition search feature (which is automatically activated when you start typing) to work quickly in the event sheet. You can literally type in everything from the beginning of your conditions to the end of your actions for the vast majority of functions (possibly all of them, but I'm not 100% sure of that).

    Personally, and this is coming from someone who understands coding but sucks at remembering the exact commands/syntax all the time, this combination of mouse- and typing-based works brilliantly for me.

  • Man, it took me a second to realise that you meant "turn"-based movement :P

    You can use the distance expression: distance(x1,y1,x2,y2). Obviously this depends on how your game is set up (most turn-based or action-point-based games used tile-based movement anyway), but you could simply record the object's initial position at the start of a turn as two variables (these become your x1/y1) and compare distance to its current position every time it moves.