keepee's Forum Posts

  • system condition, every # seconds

    you can set it to a variable 'fire rate' for example.

  • Another way would be to join the two inverted conditions into one event. (putting conditions together is like using 'and')

    That way the order doesn't matter...

    Thanks, this works perfect!

    Can you maybe explain why my way didn't work?

    Your original way did not work because for example: player can be overlapping the cave_top at the same time as NOT overlapping the cave_bottom..

    as you said, they were overriding

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  • The main thing is that the player.y will be less than the monster.y if the player is above.

  • Yeah, you can just set the acceleration on 8Dir behaviour very very high..

    But I made this anyway if you're interested:

    8DirTron

  • Just to add:

    the force has to be multiplied by object.physics.mass too

    0.2 * object.physics.mass is the rough equivalent to the default gravity (which is a value of 10 for some reason)

  • Oh gawd, I can't believe I typed all that when there's an example -___-

    i forgot :)

  • There's another way you can achieve lighting.. this way doesn't require huge sprites and you can have multiple lights too:

    If you create a layer above your current and name it "lighting"

    Have these settings:

    background colour > black

    Transparent > no

    Opacity > 100

    Force own texture > Yes (not entirely sure what this does, but it doesn't work without it)

    Visible in editor > no (otherwise you can't see sh*t :) )

    And then the actual 'light' object needs to have the effect called "Destination out" (in the object properties) and also needs to be on the "lighting" layer.

    The 'light' objects image itself needs to be just be white with transparency (can be a bit awkward in some image editors)

    The more transparent it is, the less it 'erases' the darkness if that makes any sense.

    Here's an example of a light i'm using:

    dl.dropbox.com/u/53374990/512W.png

    Try highlighting it or copy it into an image editor if you can't see it.

  • You could add a boolean instance variable to the object, name it something like "IsSelected"

    on mouse click over object

    then > toggle "IsSelected"

    if 'IsSelected' = True

    then > position object to mouse coordinates

    You may have to add other events to stop you being able to select more than one object at a time... hope that helps

  • for the fonts issue, there's a short manual entry on 'webfonts' somewhere

    there aren't many pixelly looking webfonts though so you'll have to scour around for one you like.

    by the way, is it deliberately very loose with the steering? I thought at first that you should increase the angular damping so it stops rotating sooner (i assume you're using the physics behaviour?) although come to think about it, 2player one keyboard games are less about serious competition and more about just fun.. and it would probably more amusing if it's harder to control. If that makes any sense :p

  • This is great.. really nice style, good sound effects too.

    couldn't do any proper playtesting though because I am alone.

    This is really nitpicking but It bugged me that the solid blocks are aligned half way through the grid tiles

    i'd set the blocks origin image point to a corner instead of central.. but meh, it looks cool regardless.

  • Make a marker and have it set position to the the players object every tick...

    (you can make it invisible later)

    Resize it so that it sticks out a several pixels underneath the player object.. so it will overlap any floor that the player is standing on.

    Create an instance variable in the player object, call it something like "IsOnFloor"

    Now create an event with three conditions:

    On player collision with ground

    and

    if marker is overlapping ground

    and

    if "IsOnFloor" = 0

    ------------> then set "IsOnFloor" to be 1

    and then another event:

    if marker is not overlapping ground

    and

    if "IsOnFloor" = 1

    -------------->then set "IsOnFloor" to be 0

    So you've probably already guessed the rest.. you have the "IsOnFloor" variable working, just make the player only able to jump if "IsOnFloor" = 1

    hope that helps

  • nooo^

    If you use webgl and enable "point" sampling it does not go blurry.

    So insert sprites the correct size, and then make them larger inside of construct

    It's good to stick to the same multiplication..

    in the project im working on at the moment all sprites are *4 size

    so an 8x8 sprite appears 32x32

    with point sampling and webgl resizing anything keeps the sharp pixel edges.

    i'd also recommend switching "pixel rounding" on

  • Object1.X + (object2.X - Object1.X) * 0.5

    Object1.Y + (object2.Y - Object1.Y) * 0.5

    Here's an old cap I did with everything stripped away apart from this feature..

    object 2 is the mouse.

    Changing '0.5' to a variable means you can adjust the distance.. so holding down space changes the number to 0.5 from 0.3

    dl.dropbox.com/u/53374990/mouselook/mouselook.capx

    Oh and If you want a smoother scrolling, make a separate marker object and have it move at angle.. with the speed in accordance to the distance between itself and the position written above.

    I did do one for magnification also but I can't find it..

    But I do remember it was a bit of a pain to do mouselook with magnification, because zooming out would cause the mouse to be recognised even further away and it got really sensitive the further the mouse got.

  • You could use the distance() expression to affect how much hp is damaged too.

    jus' sayin :)

  • Have the text objects on a separate layer, name it "interface" or "hud" or whatever you want.

    what's important is that you set the "parallax" rate to 0. This means it doesn't scroll with the rest of the layout.

    A parallax rate of 50 for example would scroll at half the rate of a layout at 100, suitable for backdrops.