linkman2004's Forum Posts

  • You can solve problem with the looped/timescaled object by running the loop for the same value as the speed variable. Then instead of adding 1 to the objects position every loop, just have it add the time delta.

  • Bleh, I didn't even think about the fact that that would destroy the plant as well. I should know these things, I work with containers all the time.

  • You need to put the action below the object creation action, otherwise it won't know which object to pick.

  • > No, only ones involved in the collision.

    >

    "On collision between player and blueplant ---> blueglow: Destroy."

    there are multiple "blueglow" on every plant in my layout, and it destroys all of them on collision with any blueplant.

    Put the blueglow objects in a container with the blueplant objects. That way when you collide with the blueplant object, it will automatically pick the glow object associated with the plant. Containers wiki page. Hope that helps.

  • I found the problem with the hamburger. Under event 10, you need to place the set angle action into it's sub-event where the space key is pressed. The way it is now it's setting the angle of already existing burgers instead of the one being created. Just remember, if you're creating an object, always place the actions setting angle/size/whatever in the event where it's created. Newly created objects are always picked in the event they're created in.

    Also, I played your game, and I kind of like the style. A couple of things about the gameplay, though. There wasn't actually anything to shoot with the burgers, which makes them kind of pointless. The second thing is that I think the jump power should be lower, but you should set a jump sustain so you can have variable jump heights.

  • It looks like it's no longer marked for speedy deletion. Maybe they'll allow it to stay.

  • This does look really good. Thanks for doing it.

    Maybe you could use different colors for upper legs vs lower legs, etc so it would be easier to tell the difference when you have connected them. Also maybe walk through a bit of the animation process.

    I plan to work on an animation section. Constructing the skeleton was the only thing I had time for earlier. I'll see if I can't finish it tomorrow.

  • Press the delete key on your keyboard.

    I figured out my problem; I thought clicking on the little control point would select the bone. Turns out you need to click on the hotspot.

  • I've taken it upon myself to start documenting the bone movement behavior. You can see what I have so far here: Bone Movement Wiki Page

    I'm not sure, but is it fine if I include more tutorial like things like I have there on wiki pages in addition to documenting the features? I figure it will help newbies out more.

    Anyways, be sure to tell me what you think and what needs improving.

  • Well bone movement needs documenting but maybe it's still changing too fast to be worth it.

    Maybe I'll see later if I can't whip up some documentation for the bone behavior.

  • There should be a way to remove a bone. (Is this already a feature and I just didn't see it.)

    You apparently can, but I don't know how it's done since there's no button for removing them.

  • Yeah, you can make your own simple lights that way, but the light object also interacts with bumpmaps and shadow casters for you automatically.

    It doesn't interact with bumpmaps. You can only use the one light built in to the bumpmap shader for that.

  • Something like this would mouse likely require completely rewriting the runtime engine and probably isn't going to happen, especially not before 1.0.

  • how would i have 2 blue glowing dots on 2 different image points, fade in and out all the time? can't seem to do it in a proper way.

    That can be easily achieved using some simple maths. In an "Always" event, set the opacity of the objects to this:

    50 + sin(timer / 4) * 50

    Changing the 4 changes the speed. A higher number is slower and a lower number is faster. Hope that helps.

    By the way, I suggest adding the ability to change the opacity of an object to the Sine behavior.

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  • I solution to this could be something like this; each planet has a value called "distance". Run a For Each loop on the planets and set the distance value to the distance between it and the player( the expression for that is distance(x,y,x2,y2) ). Then merely use the "Pick Object With Lowest Variable" condition to get the one you want. And here's a simple CAP to demonstrate:

    Pick Nearest

    A ball will light up if it's closest to the mouse. Hope this helps.