jobel's Forum Posts

  • I would like to request an Advanced Questions Forum Thread... it maybe that people already know a good way to get advanced user's help, but if so I'm unaware of it.

    I have noticed the "How Do I..." thread has become saturated with beginner questions despite the new Beginner Questions sub thread. And since using C2 for a while now, my questions are more advanced and rarely do I ever get any responses. I think my questions may be more difficult and are not getting seen by people who might know the answer. Most of the time I usually figure it out on my own, but only after bludgeoning through it. And while I have no qualms about doing that, I think having a give and take with other advanced C2 users is way more beneficial. As a programmer, I'd always have other programmers review my code when I was learning, and when I got more advanced I'd open discussions about the way I would approach a particular problem. I think this back and forth is a great way to learn from your peers and ultimately achieve more.

    In addition, the number of topics and posts in the "How Do I.." thread outstrips probably all the other threads combined. So it would make sense to have at least a few different categories of Help.

    I love the idea of a Beginner Questions thread. I think the "How Do I.." can be a "catch all" incase a user has no idea if it's an Advanced question or not. And for the 'Advanced' thread. I'm not sure if "Advanced How Do I..." is not the right name. Maybe "Advanced Questions" or "Advanced Help".. or "Second Set of Eyes"... cause sometimes you go down a path, and it's nice to get a second set of eyes that might see a better or more efficient way to do the same thing!

    just my .02 cents

    thanks...

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  • There's a few ways you can do it.. it's not that simple.

    I'd set up some sort of invisible grid that underneath each puzzle tile. Number the grid so you can figure out which pieces are eligible for moving since the empty space will be different each time. Then you need to figure out which direction the piece has to move. Once you have all that then you need to move the piece --if you don't know how to do that I would suggest creating a test project just to figure out how to move a sprite from point A to point B - use Set Position or Bullet Behavior - you just need to figure out how/where to stop the sprite (again an invisible grid would work great here).

  • Give your player sprite the Timer Behavior. You can restart or stop (cancel) the timer whenever you want. And there is a OnTimerFinished event that you can trigger so you know the timer finished without interruption.

  • it's hard to tell without viewing the capx..

    but you can check your origin and image points on the Sprite that is being animated.

  • need more info... what behaviors is your player object using?

    bullet behavior has a DistanceTraveled expression...

    are you using physics?

    you can also use the Distance expression: distance(x1, y1, x2, y2) Calculate distance between to points

  • Yes Set Angle in the bullet behavior should be set to off. The only downside is there is no way in code (that I know) to turn that back on. So if you ever want your bullet behavior to go in a different direction (and it has a front/back) you will need to set both: Bullet.SetAngle and Bullet.SetAngleofMotion

  • yeah using a timer is your best option... you can start and restart them whenever you want... makes things a lot easier...

    just make an empty game object, make it invisible and give it the Timer Behavior.

  • here is a capx I am working on... the object on the "far away" layer(30,30) is not working right on the minimap...

    https://dl.dropboxusercontent.com/u/362 ... nimap.capx

  • That didn't work...However I failed to mention I'm trying this on an unbound layout.

    So my MiniMap for enemies that are on the same layer as the player is:

    Every Tick Set Position (of Enemy_Indicator) to:

    Player_indicator.X + (alien.X - Player.X) / MiniMapZoom

    Player_indicator.Y + (alien.Y - Player.Y) / MiniMapZoom

    The player indicator I am treating as the "center".. since it's like Zans Minimap (from minecraft). This works perfectly for all object on the same layer. MiniMapZoom is the scale of the map (increments of 10).

    So when you begin the level, the player is not moving and all object's positions are the same distance for all layers. It's not until the player moves does the the Xs grow apart. The drawn parallaxed position would seem to have to include the player's speed or the scroll amount of the screen...

    Something like:

    Every Tick Set Position (of Planet_Indicator) to:

    Player_indicator.X + (Planet.X * (LayerParallax(3) / 100) - Player.X) / MiniMapZoom

    Player_indicator.Y + (Planet.Y * (LayerParallax(3) / 100) - Player.Y) / MiniMapZoom

    but this doesn't work... whatever the calculation is, the modifier would have to equal 0 at the beginning before the player starts moving.. then it would have to accumulate as the player started to move. I've been working on this too long and can't see it... I can feel the answer.. but it eludes me!

  • I'd like to get the Parallaxed coordinates of an object... so in essence, where it's actually drawn on the screen..

    I'm making a minimap and I have some background objects that use parallax 25,25.. I'd like them represented on the minimap.. but they don't line up because of the parallax delay (scrollrate).

    The 'camera' is lerping to position: lerp(scrollx, player.X, 0.9*dt (and same for the Y)

    Can anyone offer a suggestion? I know it's probably not possible with a simple equation since the scrollrate depends on when the player is moving (and how fast). And on a map it wouldn't really accurately say where an object is... but the parallax effect can help make something seem giant or really far away (depth wise) and I still would like to represent it in the minimap.

    Thanks!

  • Before crossfades... it would be cool to have some audio fade in/out behaviors. And add linear as well as other fade line shapes..

    how do we put this on the wish list?

  • ....grokked...

    I had to look up what this word meant... never have I heard it used... it's from Stranger In a Strange Land... cool reference..

  • great presentation... good job..

  • C-7 I did some testing and it turns out the browsers are to blame for this..

    IE11 keeps the audio completely in sync. I let my 4 track, 30 second song loop for 30 minutes and it was perfectly in sync. The downside is that IE11 doesn't do a great job with loops and you can hear a small "pop" at the loop points.. it's not horrible, but it's definitely not seamless to my ears.

    Chrome33 (which is what I normally use) loops great but somehow allows the tracks to become out of sync.

    Firefox27 has both terrible looping and at the same time allows the tracks to go out of sync.

    So, pick your poison I guess!! I put a ticket into Google about this, so maybe a future Chrome release will fix it. But in the mean time I will look into your work around. Thanks!

  • what event triggers this code?

    you most likely need to go through all the enemies on the screen. Use a For Each loop (which will run completely in 1 tick). You should put all your enemies in a Family as well.