Jayjay's Forum Posts

  • Collision masks may end up being overwritten by the animation frame if you create it first. However, you can just copy and paste the collision mask back later.

    Yup, that is fine for creating collision masks. Then, if you want each frame to have it, right click the frame with the right collision mask and you should see an option like "copy collision mask to all frames" I think.

    EDIT: Just re-read, yes, you need a collision mask for each animation frame, but it will be generated automatically when you edit it if you do not have a custom one.

    That depends on if you want the character to be collided with entirely. Sometimes you only want a certain part of it to collide (eg: you usually don't check if the string of a balloon is colliding with something, that would just make the game look buggy).

    The hotspot is the "centre" of the sprite, the point that you pull X and Y values from. This is also the point that the sprite rotates around.

    Image points are handy for attaching objects to each other, for example in an action game you can attach a gun to the players hand by having an image point there that moves with each animation frame. They also rotate with the sprite.

    Sadly, image point collision only works for the hot spot I think. However, you can choose three different collision modes "per pixel", "bounding box", and "image point". Collision masks are only used in per pixel mode.

    Invert means that whenever the condition is not satisfied (eg: inverted always events never happen, while always events will always happen).

  • Here is a freeware install maker: http://www.clickteam.com/website/usa/in ... eator.html

    Although, it sounds like you're having problems exporting anything. Does it give you an error or anything when you try? Also, does running the game to test it work?

  • thanks, ill w8 for post ^_^

    I pm'd you about it I think, but I'll update this post with the cap once physics is fixed (next build I believe).

  • SEND MY ART OF PLATFORMER I NEW MEMBER I'M BRASILIAM...

    Use it

    Those are pretty nice, thanks for sharing

  • This is just a quick .cap file with some comments to explain the basics of making an achievements system with INIs. Hopefully it will some people out in the future

    Link: http://dl.dropbox.com/u/4714446/IniAchievements.cap

  • An exploration platformer I am working on-

    <img src="http://dl.dropbox.com/u/5811650/Where%20I%20Am/1.PNG">

    That looks awesome, is it close to release?

  • Nice music Attan, the first one is really catchy.

  • Nice music, the first song reminds me of Trine alot. Have these been used in anything yet? =D

  • Will your game be on a single platform like Streets of Rage or Final Fight, or will there by vertical movement like Double Dragon? Vertical movement, such as how the enemy's in Double Dragon climb up and down ladders to get to you, will require more complex AI.

    That said, the distance for a 3D displacement would be something like:

    sqrt((Player.X - Enemy.X)^2 + (Player.Y - Enemy.Y)^2 + (Player.ZElevation - Enemy.ZElevation)^ 2[/code:11zysxf8]
    
    You could then use the Line Of Sight behaviour from the base of the enemy to the base of the player to see if there are any obsticals in the way, if not then have them move towards the player.
  • I think it's because the angle is never exactly 0 degrees when the tick that checks it begins. I've often rotated things in the editor and gotten some obscure value like "90.0019" or something. If you want it to detect something more accurately, you can try rounding the object angle to 0 like this:

    Round(Sprite.Angle)[/code:2j49zvoe]
  • Sure, I can't do anything today or tomorrow, but I'll make you a tutorial version of it over the weekend.

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  • Try out the Function object =] Just have an action "Call Function" in the event that should trigger the dormant one then type in the function name. It will then call another event which is called "On Function [your function name] Called" I think

    If need be, I'll try to make a cap to show you later this week (or weekend)

  • It looks like the feet never perfectly reach that value, maybe try checking for the angle being between -10 and +10 degrees. I'll try that out and edit this post if I get it to work.

    Edit: Yup, that worked all too well. I tried limiting the range to between +1 and -1 and it is much better now. Here's the cap: http://dl.dropbox.com/u/4714446/ragdoll%20stairs.cap

  • Hmm, Construct can store data in Arrays and Hash Tables, but for creating a full database I recommend this: http://www.openoffice.org/product/base.html

  • I would say the most important part to start with in a game (after you jot at least some basic ideas down on what you want it to be like), is the game mechanics or "engine".

    Graphics styles can change all the time until you feel it suits the game, but sometimes it helps to also start drafting up some simple graphics and menus in M$ Paint or on paper to decide how you want it to be laid out.