linkman2004's Forum Posts

  • I'm here today with a ninja game I'm working on. It's pretty much a clone of the N engine at the moment, although not quite up to that yet. To set it apart, I'm adding special ninja powers, and I'll probably end up adding weapons at some point. Here's a screenshot:

    You can currently run, jump, grab onto walls, wall jump, and teleport a short distance between walls while grabbing onto one. The controls are arrow keys for movement and shift to jump. You can teleport between walls by pressing any diagonal direction while grabbed on, but this only works for a short distance. Anyways, here's the link: NInja Game

    By the way, the ninja guy graphics are by me, made in pivot. Tell me what you think.

  • Yeah like that cut out animation thing...man I wish I had known about that program before...I could have used that instead of programming a new behavior

    Anime Studio? The free version is pretty much completely worthless, so I'm glad you programmed a new behavior.

  • You could probably create a screen sized brick that always follows you around. If said brick collides with terrain pieces, it can set a value, such as 'discovered', to 1. That way, you can do something like:

    +If terrain('discovered') is equal to 1
    -Plot terrain on map[/code:3w3ngdds]
    
    Can't say will actually work, but it's probably worth a shot.
  • "Get number of objects" can be used in any expression, not just system compares. You access it from any expression editor by clicking on the object you want to count.

    I know that, I'm just saying for his particular example

  • Just use compare under System and use object.Count where object is the name of your whatever.

  • Screw you, deadeye, I was about to post an example I had whipped up. Yours uses one less event.

    Ah, well. Here it is anyways if anbody is interested: Grid Scrolling Example

  • I was thinking he should just divide his large level into smaller parts by repositioning the camera. It's more efficient than creating multiple layouts.

    I actually created something like that for the MM2 remake I had been working on. I just had two different screen-sized bricks which I placed in a grid, alternating between the two. If you collided with one that was different than the one you were already in, it would scroll. Unfortunately, that code is pretty cluttered and hard to understand. I need to figure up a better way of doing it.

  • Something like this(note: not actually code, but easy to understand):

    + = conditions

    • = actions

    FIRST LAYOUT:

    + Character reaches left of screen

    - Set global variable 'yposition' to character.Y

    - Set global variable 'side' to "left"

    SECOND LAYOUT:

    + On Start of Layout

    + If global variable 'side' is equal to "left"

    - Set character.X to 640

    - Set character.Y to global('yposition')

    + If global variable 'side' is equal to "right"

    - Set character.X to 0

    - Set character.Y to global('yposition')

    If you want, I could probably rig up an example file pretty quickly. Hope that helps.

  • This is how I handle instances where the player needs to be pushed out of the ground:

    +While player overlaps ground

    -Set player Y to player.Y - 1

    The "While" loop will run until the conditions are no longer met, and it will happen instantaneously so you won't see it slowly pushed out of the ground.

  • I think what he's getting at is this: create the pieces of your character, create a skeleton for your character, and then attach said pieces to their corresponding bones on the skeleton.

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  • I just read the December update and I'm really excited for the next release now. I hope you can deliver the online capabilites with .98 so I can add online to the game I'm working on.

    By the way, with the re-code of the event sheet editor, would it be possible to allow people to view/write events in a sort of scripting language? Just an idea I'd like to see.

  • The thing with the breaking bridge is actually fairly easy to fix. You were on the right track with the bridge being solid, but if you're using the platform movement you need a detector object under the player that collides with the bridge and destroys it. Collisions between platform objects and other objects don't actually register, so you need a detector.

    As for the windwill idea, it's probably possible, but it would really require breakable joints to make it easier. I think David said something about adding those at some point, but I don't know when they're coming.

  • Does this help any?

    Top down example

    Or are you looking for something different?

  • lol yeah east and then rotates in a clockwise direction is how our angle system works. Its so that cos and sin work in this manner:

    X += cos(angle)

    Y += sin(angle)

    Really easy to remember because cos and sin are in alphabetical order, and both positive

    Also another tip is to use the tiled background object and set the width. That works well with a health bar that gets smaller (doesn't scale, just becomes less and less) or hearts where you have a tiled image of a 16x16 heart and each time u get hit you subtract 16

    I always wondered why the angles were different from every other game creation platform. And now that I know what sin/cos are, it all makes sense.

  • Another cool trick for hotspot relocating is to use the numpad on your keyboard. "5" places it in the middle, "4" to the left, "9" to the upper-right, you get the idea. It's a lot easier and faster than placing the hotspot by hand.