hellwalker's Forum Posts

  • You can and probably should make a simple collision box[make it invisible], and apply your movement events to it, then center you character sprite on it .

    This way you can rotate invisible collision box the way you want without affecting sprite direction.

    Don't know about direction functions

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  • It worked !

    although only Shodan knows by what logic

    I don't have any event that activates stage 5, I used stage 5 to test if something was wrong with stage 4, skipping it entirely and just playing ST6 animation without any ST4 mumbo jumbo.

    strange bug...

  • scroll back to cannon?

    btw you use "center view on me" attribute on cannon.

    You can instead use events to center camera on something.

    For example:

    System[Always] -> System - Scroll to X To Cannonball.x

    you can then disable this event and enable this

    System[Always] -> System - Scroll to X To Castle.x

    Try Deadeye-s Platform school tutorial, he explains scrolling in Chapter 3

    oh and I gave just a glance to your event sheet, and I think there should be easier way to do whatever you are trying to do without writing 65 events manually just to increase Speed.

    you could use timer maybe? or maybe there is some way to get current frame. or maybe some math?

    your starting point is value of 50 at frame 1, you add 5 to speed per every frame.

    so maybe speed = 50+ Currentframe*5

    if there is no built in function to get current frame... you know how many frames are played per second you could use timer maybe.

    dunno but there must be a way to automate this, otherwise its just cruel

    oh and BTW, if you hit space while cannon is in the air, you can "fire" it again. try adding some trigger so player can't use space while ball is in the air

    EDIT: I just noticed you painted 60 frame animation for action bar, maybe you could use tiled background instead?

    you can change height and width of tiled background in construct. you could place 0 width red tiled background on top of "empty" action bar graphics, then increase height of Tiledbackgound while player holds space button, this should create charging up bar effect.

  • when I right click on object bar and click "Show Object Tree" the bar goes grey, It does not respond to RMB click and I basically can do nothing to change it back save for reloading cap.

    am I doing something wrong or is it a bug?

  • hi,

    these are the things I think would be useful additions to construct,

    first ability to choose initial direction for bullet behavior, It should be simple to add from what I understand, this would be useful when you are trying to add bullet behavior to sprites in which rotation of sprite matters, say bullet looks like bullet no matter how you rotate it, but when used on say monster that you want fly towards player [from right side of the screen], you might end up with upside down monster if you use set angle or rotate on sprite. this can be fixed by adjusting sprite so that when rotated it looks right or some other fixes, but it would be useful to have this ability built in behavior.

    Second is minimap of layout, just like in RTS games

    I had to work on very big layout, and zooming out and then scrolling is pain in the ass. Minimap would be helpful, this is probably harder to make, maybe it can be added in future versions.

    oh and the ability to create our own subfolders in new events folder in construct 0.99, useful for managing larger projects I think. subfolders in other stuff would also help, like in object window, you could then group sprites together or mission 1 resources together etc.

  • 76mb

    flying, frozen forest-whale is being naughty it seems.

    [quote:2hk5hmdd]And you don't really need all that layout space or collision stuff if all you're doing is scrolling a repeating background. You could do this whole thing in a layout the same size as the window, and just use timers, or the timeline object. The Tiled BG object can scroll itself (Set Image Offset action)

    now that you mention it yes, and it would require less events that way. I didn't know about image offset thing, new to construct as I said.

    but collisions and targeting seemed the way to go when I started making this, and I want flying, frozen forest-whale to crush into some rocks at the end[hells if I know how I will synchronize animation of these two sprites]. this can be combined with the method you suggested though. I just wanted to see if I could make simple "Cinematic Kill" sequence and how much messing around and time it would take.

    [quote:2hk5hmdd]Frame numbers carry over from one animation to the next. If your animation ends on frame 4, then the next animation will begin at frame 4 (if there is a frame 4). You have to set the animation to frame 1. But setting an animation frame stops it, so you have to also play the animation.

    Hope that makes sense.

    I tried adding those two events, but first playthrough of animation is still instantaneous.

    here is same file but with Set current frame and play animation events, and Sword sliding animation is set to loop. Animation speed is also low.

    first time animation is played it just displays last frame, when the loop begins animation is played correctly.

    http://files.getdropbox.com/u/1248743/C ... 0trail.cap

    Oh and BTW while we are at it, can you tell me how can I reverse bullet direction?

    ps Huge thx <img src="http://i29.photobucket.com/albums/c252/jerzygarf/happy_26480.gif">

  • Hello,

    I'm having a little problem with construct.

    The thing is I was experimenting with "Cinematic Kill" effect in Construct, you might have seen this in Action Adventure Games, like Prince of Persia: Two thornes, It was called Speedkill there.

    So my problem is at one point during game, the animation plays instantly no matter what Anim speed I set it to, but if I make this animation loop, after first instant play animation works normally in its second playthrough.

    I tried everything I could think of, disabling all effects that might lower the fps, setting animation speed via events etc

    only thing that has any effect on it is when I set animation speed of both problematic animation and one before it to 4 or less, if it's 5 or 6 animation is played instantly.

    This is my first attempt at making something in construct after passing Ghost Shooter and platformer school tutorials so I might be missing something simple, but it just wont work no matter what I change

    I tried running cap from both newest stable [0.98?] and 0.99 versions didn't help.

    Here's a cap file,

    http://rapidshare.com/files/246196468/C ... l.cap.html

    mirror: http://files.getdropbox.com/u/1248743/C ... 20Kill.cap

    thx in advance

  • wiki is down? i can't access it now

  • will I have any problems if I use font instead of unicode?

    installers can install fonts right?

  • It's coming soon!

    great news

  • is there any way to implement Gamepad support into construct game?

  • Vram? video card memory?

    When is stable release of this never version planned approximately?

    less then several months ? 3~4

  • I see thx,

    and how does construct handle the resources then? I mean if I have many levels with many unique graphics will that slow down load times to hell? I could not find option for construct not to export all graphics in one .exe and have them in separate files that load when necessary. does this mean construct will load every single piece of my game in Ram when game is run? noob question here, but I never seen games that store everything in one .exe and am not sure how this works in regards with memory.

    [quote:37x0zhyi]Also You can make level editors/loaders/saver fairly easily.

    do you mean using construct or externally? my programing skills are realy on the PHP level right now [meaning I know only PHP[web sites] language well]

  • It would be helpful if you pinned topic like this, so people with small questions don't have to open new threads

    anyway

    1) I'm trying to come up with a good way to organize files and events so I don't run into problems later. If you could give me some general hints it would be cool, but my more specific question right now is, Can I include files in construct? I mean can I say make separate file that has all Combat and AI events, and then include it in another master cap file? Or is like one cap file per one game?

    2) How does loading new level\layout work? and will some info be lost when new layout is loaded?

    to be specific : a) Can I make new levels load seamlessly like in Braid ?

    b) Can I teleport player back and forth between two layout? and do so without loosing data like players health?

    Thats all for now but more will be comming

    thx in advance!