JohnnySix's Forum Posts

  • Oops, didn't know it didn't have to set angle. ;)

    Ninja edit.

    You can set direction of the spirte flipped/not flipped by testing if it's moving on a positive or negative x vector.

    <img src="http://www.johnnysix.net/games/pin8.png" border="0" />

  • My Chrome is up to date, I just tested the game from the first post and managed to replicate the bug on the keyboard and mouse clicks.

  • I know what the problem is - the collision changes.

    Because the enemies ( and the player character ) animate a cycle of getting taller/shorter , it seems the collision hits aren't reliable.

    I was thinking that with the origin being at the bottom of the sprite, the minor height changes wouldn't make a difference, but it seems they do.

    Updated link :

    http://www.johnnysix.net/games/PatrolExample/PatrolExample8.capx

    # Extension was lowercase!

  • I've been working on a basic example level for people to learn basic patrolling enemy behaviour with platform movement when I discovered an interesting glitch.

    If you time the 'jump' event to go off when you're landing on a "jump-thru" object, you can fall through the surface.

    http://www.johnnysix.net/games/PatrolExample/

    CAPX

    Is this a consequence of scaling - I was reading through old posts of similar issues and a guy was having issues with things going into the floor a pixel, or colliding a pixel away from a wall.

  • You'd still need windows, there is no mac version of Contruct 2 as yet.

  • I voted multiplayer - though the gui on the animations - if this is something you're planning could be integrated a little better.

    Adding keys to skip back and forth between frames, deleting the blank frame when importing the sprite strip and perhaps a preview of the sprite all in the same window would be very cool.

    <img src="http://fc06.deviantart.net/fs70/i/2012/097/2/0/gui_thing_by_johnnysix-d4vd59a.png" border="0" />

    Ashley - ninja edit #3 - Would percentile scaling be possible? My maths is up to par as I work in finance, but it'd be a real timesaver if you could both lock proportional dimensions of height and width and be able to flip between pixel or percentile scaling.

  • forgot to add Ashley <img src="smileys/smiley1.gif" border="0" align="middle" />

    As a stop-gap thing, would it be possible to simply have an entry somewhere in the project properties to set a custom logo.png?

    Just saving the process of overwriting the logo.png file every time when exporting would be very much appreciated. :)

  • I need help with my own lol! Only been doing this since March. :D

    I can help with suggestions - why not post up what you got so far html on dropbox or something?

  • It's what R0J0hound did with the right(value, 5) = "udlra"

    so if you had right(SomeString,3) ="foo"

    and Somestring = "akjhfldhjeuihuihefihefoo" it'll only check the rightmost characters.

  • You can now download from the arcade - the actual code is very simply, just one line - most of the events are for handling the sliders. <img src="smileys/smiley17.gif" border="0" align="middle">

    http://www.scirra.com/arcade/example/1014/wind-example/

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  • Sweet, is the original track something open source - quick example - would break down into something gnarlier- just a 10 minute demo . ;)

    http://www.johnnysix.net/games/example1.mp3

  • I did a quick thing in another example - it was custom movement, I just set the movingangle of the objects custom movement to the angle between the colliding object and the ball object.

    The only issue would be if you had a long platform, as it'd go from the wherever the origin was - in which case it'd get a lot more complicated to code. :-/

    Download here

    http://www.johnnysix.net/games/windex/windex.capx

    It is the event where the ball collides with the box.

  • You can make the bullet object invisible, then pin another object to it.

    You could then every tick, set the angle of the pinned object to 0, to ensure it's always the correct angle.

  • Updated, it would work, but there were some events missing in the capx.

    The keys needed to append a letter to the code, so if you press U,D or A buttons, the code would be "UDA"

    I've uploaded a fixed version and demo.

    http://www.johnnysix.net/games/kc/

    http://www.johnnysix.net/games/kc/kfc.capx

  • Could you show an example of what you're trying to do, upload the game to somewhere as an exported HTML to show it if you don't want to share the CAPX.

    Assuming you're already using an invisible box as the actual platform behvior object, you can swap it dynamically at runtime quite easily.

    An abandoned project I made a while back did this.

    Press down to change the ball from platform mode to physics mode.

    The only difficulty I encountered was having to duplicate all the blocks to set physics behavior on one, and solid on the others.