keepee's Forum Posts

  • sorry but there is a simpler way!

    <img src="http://dl.dropbox.com/u/53374990/fade.png" border="0" />

    [edit] just realised the 'trigger once' isn't necessary.. also needs dt

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  • your wep1 imagepoint is a mile away

  • may not be the best solution but you could create a bunch of instance variables on the object.

    Target1 x,y

    Target2 x,y

    etc

  • use the "compare two values" system condition and use the 'ship.count' expression for the first value.

    if ship.count = 0 then ......

  • Having the exact same problem but with &__Cdecl insead of &__thiscall

  • numpad keys sets it in corners/ middle

  • if the frame by frame animation is basically going to be a wider image scrolling past, then you may aswell just use the larger image and have it move across, reseting it's position when it loops.

    I'm guessing that's better for fps then a ton of images for animating a full screen sprite...

  • 7Soul yep but his condition was if it's below 500 so :p

  • this is a sh*tty fix but if you add a +90 to sprite angle so..

    anglediff(Sprite.Angle, angle(Sprite.x, Sprite.y, Mouse.x, Mouse.y))

    becomes:

    anglediff(Sprite.Angle+90, angle(Sprite.x, Sprite.y, Mouse.x, Mouse.y))

    Then you can have it so if this value is above 90, then it's on the left.. if it's below 90 it's on the right.

  • Set a maximum force and minus the distance

    so set force to 500-distance?

  • I thought your avatar was a tie. ha.

  • BEAUTIFUL game! I loved it!

    Sorry to ask, but it's been bothering me; how did you make so the sprites didn't get blurry? I always draw little sprites too, but if I stretch them on C2 everything gets so blurry.

    Did you just make them twice or thrice as bigger on the tool you're using to draw them? Or is there another way..?

    Thanks.

    Choose "point" sampling with webgl enabled.. it keeps the hard edges of resized art.

    what tok said above is true, but I actually think the sub'pixel' movement looks okay.. if you want to use pixelly art but don't want it to feel like an older game then it's even better cos it's smoother.

  • 7soul, in the error message that pops up it says it will be fixed in a future build.

  • you can use a separate layout..

    I made one just called "all objects" it has no event sheet, just every object placed in a grid.

    You can use it to set the default values for all objects upon creation, also you don't have to worry about destroying loads of things on start up.

  • If the round sprite is transparent in the middle, like the square... it should work the same. Although i'm not sure if there's a limit to how many sides the collision polygon can have