linkman2004's Forum Posts

  • Like this:

    int(GetToken) or float(GetToken). Int will round your numbers due to the very nature of integers while float will leave them the same.

  • Recording speed and the like sounds like a good idea.

    As for the list object, I really don't know how it works. I also haven't really messed around with the INI object so I don't know much about that. So, as far as I know, the list box is the best way to do this, but I could be wrong.

    And you're welcome.

  • Is this the best way to do this?

    I tried this with my super speed example, looks cool

    But i just wanna know if this is the best way to do this sort of thing or is there a slightly more cpu efficient way of doing it? With the multiple objects i just made each one a container with a list box each, then just used the same events you made.

    Works well, I just don't know if this is like, cpu intensive or what, especially when it gets to a full game level

    It could probably get pretty CPU intensive with to many objects. As I said though, the possibility exists to record less points in time and then interpolate the positions between each key frame. You'd want to ask somebody better than me at math how to do it, though.

  • Pretty cool game. I loved the graphics and the ending is awesome.

    Strangely enough, I didn't have any issues with it despite the fact that I have seemingly random sound crashing issues with the latest version of Construct.

  • Whoah, really nice setup there.

  • You should probably use "For Each Enemy", or something like that. That's how I handle all of my AI enemies.

  • Is this something like your talking about?

    Movement Recorder/Player

    Press R to start recording and press S to stop, then press P to start playing back the recording. The file sizes for a recording this size would end up pretty large for long recordings with lots of objects, so it would probably be a good idea to figure out how to record less points and then interpolate the data for tweens. Hope this helps.

  • I always say no to them unless I need the latest DirectX runtime, and I haven't had any problems. I think only the DirectX one needs to be updated, but only if the version Construct uses is updated.

  • You could do something like this:

    +If Target is in line of sight of Turret

    -Set Turret('target') to Target.UID

    +If Target.UID is equal to Turret('target')

    -X = Target.X

    -Y = Target.Y

    Not sure if that makes any sense, but it's an easy way of picking the right objects X and Y values if you understand it.

  • any reason to eat until you puke, then eat again, is good enough for me.

    Isn't there some mental disorder like that?

    Anyways, happy Thanksgiving everybody! Just got finished eating me a massive amount of delicious food. 'Twas awesome.

  • Take a guess at mine

    Man... I have no idea. It must be about hamsters or something.

    Mine is just a snapshot from a comic I made. I liked the way Link turned out.

  • At least theirs support moving platforms (or so I've heard)

    You're probably thinking of the Advanced Platform Movement plugin. The built-in movement as far as I know is still crummy and unchanged.

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  • 17.60714285(repeating)

    That's almost my exact age. Gonna be 18 in April.

  • Bleh, sorry about forgetting about this. I actually did whip up an example that included grappling, regrappling, and lengthening/shortening the cable, but I got a little busy and didn't remember to post it. As soon as I'm on my main computer I'll post it for you.

  • Hi everyone, i want to suggest more options to the platform behavior just like:

    *Diagonal directions for gravity (not just, up, down, right and left)

    *Set Bumper velocity (wait the object reach a high level is realy boring)

    *Double jump option

    *Moving Platforms

    *Automatic side scrolling

    And thats it, if one of this options are already possible to do, just tell me how. Thanks

    To get automatic scrolling, just tick the "Center view on me" option in the object you want to scroll to's Attributes.

    Double jump is pretty easy to achieve by one's self. Just create a variable called "jump". When the player presses the jump key, set the jump value to 1. Then, make it to where if the player presses the jump key while the jump value is equal to 1, use the jump action in the characters platform behavior tab. When the player is on the ground, which can be checked through the events, set the jump value back to 0.

    Moving platforms would probably be pretty easy. Essentially, you would need a bottom detector for the character, one that extends about 1 or 2 pixels below the character. For the platforms, they could each have a variable that has their speed. If the bottom detector is colliding with the platform, it can just add the platform's speed value to the X/Y speed value of the character.

    I know these aren't the easiest methods, and the platform movement probably should have these, they really aren't all that hard to implement. Hope that helps.