jimand's Forum Posts

  • For sharper cornering, you could try replacing the "on collison" event with a "overlapping object with offset" event, and then be careful in lining up the way-points. Here is the demo with those modifications.

    http://dl.dropbox.com/u/6109058/patternMoveDemo2.capx

    You'll need to play around with the size of the offset, and whether it is positive or negative. You will see my rough attempt at this in the capx.

  • I didn't know you could change a sprite's color that way. I've done it with the text object, changing the font color, but not with sprites. My approach would be to create white and red versions of the sprite,load them as different frames of animation for the sprite, set animation speed to zero, and then pick the animation frames as desired.

  • Here is a modified demo, in which clicking the mouse changes the direction and image by 90 degrees.

    http://dl.dropbox.com/u/6109058/ChangeDirDemo2.capx

  • Since your animations are just single frames, there may be easier ways to flip between the images. In fact, if the sprite has the bullet behavior, you can rotate the sprite image to the angle of movement. You don't do this with an event, but in the bullet behavior properties. Here is a demo capx. (Note, I created this with the latest release, v.92, that came out yesterday. So you need r92 to run it.)

    http://dl.dropbox.com/u/6109058/ChangeDirDemo.capx

  • You can always detect the sprite's angle of movement, so then it is just a matter of selecting the animation that goes with that angle. If you have four animations which you name left, right, up, down, and the sprite's angle is 180, then you set the animation "left" for the sprite. If the sprite's angle is 90, then you set the animation to "down" and so on.

  • There are probably several ways to do this kind of pattern or tracked movement. My solution is to use invisible way-points. Here is a capx demonstration:

    http://dl.dropbox.com/u/6109058/patternmovedemo.capx

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  • In Construct2, "direction" is called "angle." An angle of 0 means the sprite is moving to the right, and 180 means it is moving to the left, etc. You can use a sprite's "is between angles" event to detect its current angle/ direction.

  • Here is a capx showing how to have a player object throw another object, have it bounce off a wall, and then catch it. It just uses an instance variable in the thrown object.

    http://dl.dropbox.com/u/6109058/HatarangDemo.capx

  • Is this tearing obvious or subtle? I checked out your page in both Chrome and FireFox on my generic Windows 7 laptop. Looked the same. No obvious tearing in either. The page was static, though. A logo appeared in the middle, and then nothing else happened. Is there supposed to be more happening? Is the tearing associated with animation?

  • I don't think this is a bug. Here is what the manual says about buttons and other form controls:

    Form controls are actual HTML elements floating above the game canvas in the HTML page. Therefore, nothing can be displayed on top of a form control, apart from other form controls.

    Form controls position themselves according to the layer parallax, scale and so on. However they are not truly "in the game" (since they float above), so it is recommended to avoid using scrolling, parallax and layer scaling with form controls, otherwise the end result can feel unnatural.

  • There are a couple good tutorials on creating platform games. Have you read those? Regarding this problem, here is what Ashley says in his tutorial: Switch back to the Event Sheet. We're going to make a new event with the condition "On left arrow key pressed", and the action "Set player mirrored".

  • Here's my example of using the "invisible bullet" method to determine line of sight when obstacles are present, and then having only the instance(s) with LOS react.

    http://dl.dropbox.com/u/6109058/lineOfSightDemo.capx

  • > I was wondering how to make my start screen play first? I recall doing it before cant find it now.

    In "Project Settings" you can pick the first layout. But in Preview, it seems to start with whichever layout you had open last before hitting the play button.

  • Yes, I arrived at the same solution, using a text object as the handle. The text box object can be dragged and dropped by itself if it is disabled, but then you have the problem of toggling it to the enabled state in order to allow the user to write in it. Seems easier to pin it to some other object that has the drag/drop behavoir.

  • Create a new layer on top and give it a parallax of 0,0, and place the non-scrolling objects (such as a text object) on it.