Jayjay's Forum Posts

  • It's ok, but I think that once the changes everyone's suggested are made, it will be much better than before.

  • [quote:qemwcbqb]well i belive that runing past mine field you indeed can call "learning" to some degree

    No offence mate but in terms of complexibility Cybernetic Overload is rather simple.

    Try to make a RPG on CC then you'll see what i meant

    An RPG is hard in any programming language or maker, it's just not handy that Construct can crash if you haven't learned its quirks yet.

    It's good to always keep backups, and to create many smaller games before jumping into a full game of any kind. Also, be careful when updating to the latest version of Construct, you may break parts of your game!

    For speed-of-creation reasons, it's probably better to use something like Adventure Game Studio for making your game Joxer. However, that doesn't mean Construct can't do it, it just means you have to make alot of the gameplay mechanics from scratch.

  • > How could I have it so the HUD doesn't rotate as well? (Rotate camera without rotating HUD?)

    >

    > I would love to know how to do that!

    >

    You'd have to rotate the other layers individually using system > layers > set layer angle

    Maybe an easier way is to just rotate the HUD layer instead (so if the whole thing is rotated at an angle, rotate the HUD layer in the opposite direction eg: game is 180 degrees, hud is -180), that way you only need to rotate one of the layers.

  • Ahh, in that case add a condition "Mario.Y > Goomba.Y + Goomba.Height/2" to the destroy condition, assuming the goomba's hotspot (chosen mid point of image) is at it's centre then it will only work when mario is landing from above the goomba's head. Otherwise hurt the player

  • I'm not real comfortable sharing my cap file with all the work I have put into it so far. No offense meant in any way of course. I can tell you these points of information though

    Would you be able to copy a second version of the cap with all un-related objects/events removed and graphics swapped with dummy images instead? All that would be needed is the timer, car, and layers I believe.

    Also, to check it is on the right layer, hide the top layer in the editor and see if the timer disappears. If it doesn't, then it needs to be copied and pasted into the new layer, then deleted from the old one.

  • I don't know where you pulled those values of acceleration and initial velocity from in your example, but for that formula to work you will need to have only one variable (unless you plan on programming simultaneous equations into your program, but I've not tried that before so I can't help there sorry ). This means you can either look for acceleration, or initial velocity.

    Acceleration can be calculated as (v - u) / t

    Initial velocity can be calculated as v - at

    However, you may find these equations of motion useful:

    s = (1/2)(u + v)t

    s = ut + (1/2)at^2

    v^2 = u^2 + 2as

    v = u + at

    a = (v - u) / t

    Edit: also, for unnaccelerated motion there is s = vt

  • Add the "Destroy" action to the goomba. Or do you mean the death of mario?

  • The new method looks like it will be alot better. Provided we can have whatever sub-folder names we'd like I would say the new system is perfect. Otherwise I just say it's really good

  • I have had the same problem in my game, I haven't come up with the solution I'm going to try for real yet, but here is how I think I'll do it.

    Create an object called "detector" and put it in the container of your zombie. This creates one for each zombie, and when you perform a "for each object" on the zombies, it will select the right contained detector.

    Make sure the sprite is invisible, but has box collision detection and resize it to the shoulder-width of the zombie (or smaller for finer detection). Then set the centre of the detector to its parent zombie, and stretch it to the player.

    If it doesn't overlap a wall while overlapping the player, it can see them. Might be handy to put a distance check in as well to ensure the player isn't miles away if you want.

    Anyway, I hope it works =]

  • > . As for multiple channels, do you mean like ports? or are these channels all recieved by the plugin?

    >

    The channels are handled by the plugin so it is a "virtual channel" over UDP

    Ah cool, that's what I was hoping This sounds great for turn based games!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I've seen some splitscreen examples (Try searching "splitscreenawesome.cap" on the forums), but I've not seen it used yet. I was going to put it into my game but I was already too far in development when I thought of the idea/learned how to do it

  • I think C2 might work in Wine, since it is OpenGL based, but I haven't tried. Next time I toy around with Linux I'll try it and post my findings.

  • Maybe just have a private variable that is equal to their opacity as a workaround, and pick by that.

  • Ok so this is somewhat unrelated to the platforming mentioned in the title, but it's part of the same project, I have an object that performs certain behaviours that are timed with delays when the player has entered LOS, yet, when there are 2 instances of that object on screen, if only one has LOS, it will perform actions such as frame changing and msgbox by itself, yet other actions, such as setting horizontal speed or spawning objects get performed by all the instances...help? Is this some kind of picking error? Or does the delay plugin screw up the way construct performs certain actions?

    Try putting the LOS actions in a for-each-object loop and select the enemy/object-with-LOS as the object. Not sure if this works all the time though, as LOS behaviour has been pretty buggy in my case

  • Just a little status update on Network plugin progress:

    I've implemented some basic functionality currently. Game can exist in one cap with the player choosing to be server or client. Reliable and unreliable fast UDP is supported with auto bandwidth utilization support. Communication can occur over channels so each channel wont interfere with network traffic on the other channels.

    I have basic message passing working (see my "game" release for One Buck Challenge). Once I get back from my trip in a couple weeks I'll start working on adding support for player IDs, position updates, and start testing for bugs. Should hopefully get an early Beta out in another two months or so.

    Awesome. Can't wait =D As for multiple channels, do you mean like ports? or are these channels all recieved by the plugin?