Leaufai's Forum Posts

  • I have a top-down game where I want my character to easily maneuver around tight spaces. To make this as easy as possible I want to implement a system similar to what Monaco manages to do. If you hit a wall head-on it just stops you right there. But if you're close to an opening in that wall, it'll let you continue and will guide nudge into the gap. I'm not sure how that game handles it exactly, but it might be as simple as a diamond-shaped collision mesh. If that's the case, head-on collisions will produce results as if were a square bounding box. But if you hit an edge, the shape of the collision mesh will funnel it towards the open gap.

    As far as I know it isn't that simple with Construct 2. At the moment I have a player sprite with 8 direction movement attached to it, walking around a level with tilemapped walls. When I try the diamond-shaped collision polygon it doesn't have the desired effect however. When the side of the polygon hits the wall, it brings the player to a halt.

    So if anyone has a way to make the intended movement work, please share. I'm open to using mods.

  • Ok, thanks.

  • As the title explains, I want to change the resolution of my full-screen node webkit launched game. Using 'set canvas size' and such methods it'll scale to the intended resolution, but the true output resolution is still my desktop resolution. Anyone have an idea how to fix this?

  • This indeed needs to be solved. In the meantime, here's a snapshot of the old version:

    web.archive.org/web/20140523021744/https://www.scirra.com/manual/162/node-webkit

  • Yeah, doesn't look that hard. The LiteTween behavior is very versatile for a lot of things I want, so I'm sticking to it.

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  • I´m not a big fan of classic platformers, but I have to commend you on the art style and the atmosphere. That is up there with those of the classics like the SNES Marios. A lot of luck with your Kickstarter!

  • Just found this. Looks really impressive. I should show this to a friend. He´s crazy about anything that even looks or plays like Castlevania.

  • This works really well. Very cool system.

  • As the title says, how can I check if the mouse is moving? I want to use this to make the player's angle being set to the position of the mouse when the mouse is moving around.

    Thanks in advance.

  • I found the behavior Lite Tween, which works using a modified sine behavior and should allow me to do what I want. It descerns between a Sine Up and Sine Down behavior, so it looks like I could simply set up a wait in between those two behaviors triggering.

  • Thanks, I'll try juryrigging something then.

  • I want a camera to rotate from side to side, over and over again. The sine behavior works great for that, but what it doesn't allow me to easily do (as far as I know) is to add a pause at each end of the motion. So when it gets to the farthest position on the left side, it pauses for let's say 0.25 seconds, before it starts moving again. The same happens on the farthest right position. How would I do this?

  • Node-webkit can go fullscreen without user input though.

  • Leaufai

    I can get why. SC4 didn't have perfect pathfinding or great game balance either, but it had at least large cities (especially when you used region play) and you could change your terrain. That's something a city builder needs. Luckily Skylines seems to have both a good terrain generator/editor and large cities (36 km² and more if you have a very beefy PC).

  • Looks cool.