Katala's Forum Posts

  • [quote:2eyfjt27]Also can you elaborate on the object bank? Exactly what do you mean by that?

    Have a blank layout with only objects on that layout instead of above their current layout?

    Yes.

  • Use "destination out" blend mode. There is an example called "Lighting demo" in examples.

  • One way to get rid of that is to move all your assets to layout that acts as object bank. It is a good practice to have that kind of layout to store all your instances. That way you don't have to keep irrelevant assets in your actual level. I'm not sure what actually causes that but, that fixed it.

    One hint. If your food items are pretty much acting the same you could store them all in one sprite as animations.

  • [quote:3dzdp7lx]It might be enough to just check if the center of the star is in the polygon.

    I also thought it should be enough.

  • Here every star has 10 imagepoints that need to overlap the drawn polygon.

  • Sorry my comment was just a no-brainer. I don't even know anything about the subject and I just had a quick check some of this. https://leanpub.com/realsmartmachines/read#leanpub-auto-numenta-platform-for-intelligent-computing-nupic

    Based on that it seems like an immensely complex subject but, I don't really know how you meant to implement it and probably not on that scale anyway. No harm meant.

  • [quote:3n5qpiir]but it had at least large cities

    Isn't that exactly what it didn't have. Based on some reviews

    .

    In my opinion the regions doesn't really count. And of course there was loads of other issues.

  • Is the mark on the window from this same behavior? Seems quite painful

  • What shape the object would it be? Is it any shape of polygon inside another or square?

  • So you read about the subject and thought it was reasonable to assume that someone did?

    Do you need characters in your game that question their existence realtime?

  • [quote:22jp7r53]Why must it be different than a run or jump key press?

    It doesn't have anything to do with the movement physics. Platform behavior is preset behavior that makes the physics like collisions easier. It is also possible to make your own platform physics using events but, that is quite advanced. That's why it is as behavior. Also changing collision box isn't something that behavior should do.

    I would suggest you set Default controls from the behavior to "No". Now you have more control over the movement through events.

    [quote:22jp7r53]why can't i have a down key press for a slide or duck?

    Of course you can if you make it so.

    [quote:22jp7r53]It would omit an extra step needed to add an animation on a DOWN button press.

    If you consider ducking as an extra step then how are you gonna make any other interesting stuff happen in the game?

    Conclusion. This is not a thing that the platform behavior is supposed to do and if you have questions about it you should ask in how do I section or look from tutorials.

    I have one platformer tutorial there that has Mario game style ducking.

    https://www.scirra.com/tutorials/753/mario-style-platform-example-with-spriter-animated-player

    From events look under. Player -> Player_Controls -> Player_Controls_Common

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  • Leaufai

    Cities Skylines looks interesting. Didn't even bother with the new Sim City.

  • Negative angles are usually ok as well but, if you need to you can use this.

    (angle(0,0,Sprite.Physics.VelocityX,Sprite.physics.velocityY)+360)%360[/code:10eqlqvk]
  • Listening the latest podcast, I think the future plan sounds reasonable.

    http://c2podcast.com/2014/11/21/episode-6-ashley-gullen-creator-of-construct-2/

    One thing I guess for C2 would be an easier way to transfer instance variables to family if you at some point realise you need that for them and don't really need those duplicate variables anymore. Or if this is already possible it would be nice if someone would enlighten me.

  • Don't you need a license to use real team and driver names?