Leaston's Forum Posts

  • Nimtrix, that worked perfectly!!!!! Thank you so much for putting me out of my misery <img src="smileys/smiley1.gif" border="0" align="middle" /> I didn't realise I could use variable names in the 'value' box. RTFM! <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Hi,

    I've been at this one for a while now and it's driving me potty.

    This question is all based on Ashley's "How to make a platform game" tutorial, specifically page 4 (https://www.scirra.com/tutorials/253/how-to-make-a-platform-game/page-4).

    If you look at the image of the player sprite part way down the page, you'll see the platform object overlaying the body of the player character. My problem is that using the System/Every Tick event to 'attach' the player sprite to the platform object only works properly until I mirror the image. When the mirroring occurs, the object origins no longer align (they aren't both centered) and the platform object rectangle doesn't cover the sprite image, making collision detection fail.

    I can't work out a way of changing the origin number to use when a certain key is pressed or when the character is mirrored. System/Every Tick doesn't give me any actions I can use to make such a decision:

    'System/Every tick player set position to playerbox (image point 0)' is how it defaults.

    I want something like:

    'System/Every tick player set position to playerbox (image point 0 or 1 depending on whether player (sprite) is mirrored).

    I'm not asking for a coded solution, but a pointer in the right direction would be much appreciated. The easy solution would be to find a character sprite where the platform object origin doesn't need to change when the sprite is mirrored! But, I don't want to do that unless there's no other option.

    Thanks,

    Leaston

  • Yep, you were right. I manually moved the origin point on the platform object and it is now in the correct position when the game runs.

    Thank you! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Hi GeometriX,

    There's an event set in the tutorial where every tick, the player sprite is "Set position to" the platform object.

    As the sprite and platform object are different widths, I wonder if it is the origin position then. Never thought of that. I'll have a mess around and see if moving the origin helps.

    Cheers for the suggestion.

  • Hi,

    I've been following Ashley's tutorial on making a platform game and have come up against something I can't figure out.

    I set a rectangle as the 'platform' object and placed it over the player sprite. No problem so far. I also set the origin point at the bottom centre for both the sprite and the platform object as instructed.

    In Construct, the rectangle has been placed over the sprite, so that as per the tutorial the rectangle covers the body in the image, and I set the opacity to 50% so I could see it. Yet, when I run the game at this point with the platform object set to visible, it appears offset - the blue rectangle only covers part of the sprite's body because it has moved slightly to the left.

    How can I get the platform object to be placed on the sprite when running the game in the same place it appears within Construct please? I hope that makes sense?

    Cheers <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I'm using Storm 3 and it works just fine. However, I had to do a lot of fiddling and dialog with the Arturia people to get it to work. The trick is that you have to put it in a Windows 7 compatibility box and set it for Windows 2000. I think these days Arturia has a lot of support but they didn't back then.

    That makes sense as 3 has been out for quite some time now and Windows 7 can be picky with what it will run natively. I noticed Arturia went on to develop various other synths and instruments after Storm. Technically, their products sound amazing and even just playing with the early versions of Storm could make a novice sound quite good.

    What I like about it the most is that it has a bunch of long in-app tutorials that walk you through various dance music styles. Very innovative. They also wrote it in Java which was also a problem because you had to install Java! Their samples were also quite contemporary. Lucky for them, they've done very well with their tactic of emulating old synths. Definitely cool. But funky. And there won't be a Storm 4.

    I seem to remember 1 or 2 had some tutorials as you describe and they were very well done. It's a shame Storm 4 won't be produced as they got some outstanding reviews in the early days. If even non-musicians like me were willing to buy Storm, they must have been doing something right. I think their prices were reasonable too for the quality of the software (issues with drm notwithstanding).

    Thanks for the mention of Arturia Storm Bob, I have some good memories of spending many hours with that software <img src="smileys/smiley1.gif" border="0" align="middle" />

    Lea.

  • Not that there is anything wrong with the French. They make ... Arturia Storm.

    Wow, that's a blast from the past...Arturia Storm! I bought 1 and 2 from them and was keen on getting 3, but found their support sadly lacking and the DRM they imposed, absolutely dreadful. I had so many problems getting it to authenticate and subsequently run, with little or no help from the devs, I finally gave up and wrote off the money I'd paid. Sad really. It was an amazing product when it worked though. I still have the boxes somewhere in the loft too.<img src="smileys/smiley19.gif" border="0" align="middle" />

    Sorry for the ot comments <img src="smileys/smiley9.gif" border="0" align="middle" />

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  • Tic Tac Toe?

  • Just to make it clear: we're not going to add scripting in the forseeable future. The whole reason Construct 2 exists is to save you from programming. So adding it goes against our whole reason we made Construct 2 in the first place!

    Which is precisely why I gave you my money instead of another company. I'm a programmer at work and don't want to be bothered with it when I'm home. <img src="smileys/smiley32.gif" border="0" align="middle" />

  • I'll second that! <img src="smileys/smiley41.gif" border="0" align="middle" /> <img src="smileys/smiley4.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Leaston: A wrapping solution was proposed a while ago. Maybe it's worth checking it out.

    Thanks Kyatric, that looks great!! <img src="smileys/smiley4.gif" border="0" align="middle">

  • Having the ability to produce games that will run in any OS within the browser is great, but I'd also like to see an integrated wrapper for producing Windows exe's at some point. This would be a big selling point for me, had I not already bought C2.

  • All I have to do now, is wait for my license...

    I'm waiting for the cheers from you when it finally arrives. The wait must be torture <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Yes! I've manually done it for you

    Great stuff. Thank you Tom <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I bought the software as promised earlier and now have my license set up and installed, thank you.

    However, I used a different email address to the one I used to register here. Is there a way to tie my account here with the purchasing address?