IsometricRobot's Forum Posts

  • I'm sure you could make a temporary copy of your project and just remove the plugin from the second copy. It looks like the plugin is some Font plugin that I get the warning about. the game may not work properly, but that should not really affect the section in question.

  • I went ahead and just rescaled it in the editor itself rather than importing a new png. The new PNG would have added 4 mb to my project, but scaling it in the editor only added 1.5 mb.

    Though I could see the appearance of the sprite has been enlarged by scaling on the layout, too bad the collision boarders did not scale with it. Could have saved a bit more size on the project.

    Someone let me know if this collision boundary not scaling with layout scaling of sprite is as intended.

  • Ah man. I wanted to look into this. But you have a custom plugin. I try to just help Vanilla C2 projects as it becomes too difficult to download every plugin people are using.

  • Yann,

    You can directly import gifs by dragging and dropping them into C2. It will parse out the frames.

    Interestingly, it won't do that if you create the sprite first and try to load the gif through the dialogue box.

    Baggins,

    Could you share an example of where you are messing up?

  • Anyone having problems with scaling an object in the layout and finding that the hit detection from the original object sprite has not scaled with the sprite on the layout?

    I usually try to import an image to the exact size that I need anyway, so this is really the first time I've encountered this peculiar collision boundary issue in scaling objects in the layout view.

  • Figured out why your spawn point for your bullets was moving all funny. You resized your main sprite after creating it. The game information for that sprite does not match what you have currently sized on your layout. When firing its attempting to spawn at imagepoint 1 where your full sized sprite would be.

    Resize the sprite in the editor, or through another program like paint or photoshop, and this should be fixed.

    There are so many reasons other than this strange bug to not manually resize an image on the layout (pixelilation of graphic alone should make you shy away from this method).

  • You could limit the speed of your CPU player. Even if it could perfectly go to the ball every time it just wouldn't make it the the position in time. There has been some discussion about jump landing predictions.. (I can't find the thread), But you could use that idea to move your CPU to where the ball will be instead of where it is at. In that way you can set you CPU to move back to a estimated position the ball will be.

    What have you attempted to implement so far?

  • 1. Can I increase the size of the screen the player sees?

    Yes.

    2. Want to make a side scrolling driving game. The background is a for lane highway and the player controls the car. Any idea how to do this, is there an example?

    There are a few ways and different control schemes you can use. You could even have the car static to its X axis while moving it up and down on the Y. You get the appearance of movement with the background and images moving left. There are tutorials available for this kind of implementation. Check out the tutorials section.

    3. How can create the opposing cars to be generated at random but on 4 separate paths? What I mean is that a car will be generated on one of four paths.

    In my game I had a boss battle that would shoot from random gun ports. I did this by creating a global variable that would randomly change every 3 seconds. I then would have a bullet spawn on the correlating imagepoint generated by the global variable.

    I could make your game idea very quickly in C2. You better hop on it before I do it. :D jk

    Hit me up if you need further assistance. Also, in my opinion it may be best to get started and ask for help when you get stuck. It makes it much easier to solve your concerns when there is already something to work with.

    I would suggest you go through the manual at least once.

  • Lanceal,

    Perhaps you should write a tutorial on your successful implementation.

  • <img src="http://img94.imageshack.us/img94/3572/topic60103shootleft.png" border="0" />

    Muratcizer,

    First thing I see here is that you have an event with completely contradicting actions. This makes your B button not work at all at the moment.

    You can't throw all your bullet angles into the same event. You need to break it up into at least two separate events.

    There is a bit of work that needs to go into this. I would suggest going over the manual at least once.

    Your bullets should spawn on a layer other than your background. Move them to layer 1.

    You are being redundant calling out the imagepoint for adam. When you have Adam spawning the bullet and it prompts you for which image point it spawns on, you are directly telling it which image point on adam it is being placed. Just put 1.

    Also, for some reason you image point appear misaligned for whatever reason. As you move up on the plateforms the point relative to your sprite adam also goes up. As you move right the spawn point moves further right. There appears to be some major bugs going on that I can't seem to figure out.

    Also, you have a memory leak by creating an endless supply of bad guys every 2 seconds that move left and are not destroyed under any condition when they move off screen. You'll want to address that. the same goes with the bullets.

    TL;DR by seperating your current statement to spawn a bullet into two different events, it would shoot perfectly left or right depending on which way he was facing.

    Good luck getting the rest of the bugs sorted.

  • Elfin8er,

    I think people in "How do I...?" don't mind helping out, but it my be a faux pas (fo-pah) to just ask for someone else's game event sheet.

    What have you attempted to do to implement this feature yourself?

  • I think you could actually consider a family a type of container.

    en.wikipedia.org/wiki/Container_(abstract_data_type)

    Was this relevant to an issue you are trying to work around in your game development? If not, you may want to try the "Open Topic" section.

  • Azura,

    What have you tried on your own to resolve this so far?

  • I think you just need to create a method of respawning the tokens in the right locations.

    What are you trying now to do this?

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  • I had a problem with this when making a toggled option button. Both had the green arrow event for on clicked with secondary condition for if it was off an on.

    I solved this problem by adding a wait of 0.1 seconds. That way it would't cycle between the valid options instantly all in the single mouse click. It would wait before considering other variables.