lolpaca's Forum Posts

  • Fixed - it seems my PC didn't think Steam was running (although it was ) so it reverted to the free edition. Restarted Steam and it's all good.

  • Ha, I'm not buying it again Thanks, I've emailed support, just wondered if this was affecting anyone else

  • Hiya,

    Been using Construct 2 Personal Edition for a few years now - just opened it up today and it tells me I'm on the free edition and prompts me to upgrade? I'm launching it through Steam, and as far as I remember it was fine last night. Anyone have any idea what could be causing this and how to fix it?

    Sorry if this should be in /bugs, I thought I'd try here first.

  • Ah, that helps a lot. Thanks!

  • I'm trying to procedurally generate fantasy maps in an old-fashioned parchment style (think Tolkien's maps) in my current project, and the curve drawing functions look like they'd be perfect for making natural-looking rivers, roads etc... afraid I can't quite get my head around how they work though! Is there a tutorial for using them anywhere?

    Many thanks again on a fantastic plugin R0J0hound

  • lolpaca

    To make it spiral just add 80 or something to the angle. 90 would kind of be just a orbit.

    System: distance(PlayerShip.X,PlayerShip.Y,Vortex.X,Vortex.Y)<1600

    >Move PlayerShip 100*dt pixels at angle(PlayerShip.X,PlayerShip.Y,Vortex.X,Vortex.Y)+85

    Nice one, thank you!

  • Cheers man - your project's looking ace by the way, it's really come a long way since I last saw it! You've got my Greenlight vote

  • That's a really cool solution, thanks for taking the time to write that out My only question would be that I want the ship to be able to escape the vortex (by aiming away and accelerating) - with this method, would the player still be able to escape?

  • Hiya, I'm making a space combat game that will have vortices as transitions between levels... can anyone suggest a good way to make the player's ship get "sucked in" (preferably in a spiral movement) as they come within a certain range?

    Currently I've got:

    System: distance(PlayerShip.X,PlayerShip.Y,Vortex.X,Vortex.Y)<1600

    Move PlayerShip 20-(int(distance(PlayerShip.X,PlayerShip.Y,Vortex.X,Vortex.Y)/80)) pixels at angle(PlayerShip.X,PlayerShip.Y,Vortex.X,Vortex.Y)

    Thing is, this just pulls the player directly toward the vortex. Is there a good way to make it happen in more of a spiral fashion? Geometry's not my strong point

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  • Great behaviour, thanks for sharing!

  • How about : Whacka-Flappy-Candy-Clicker-Bros?

    Remember me when your famous.

    Hey, you stole my idea!

  • I forgot to mention it's a tiled background object and that seems to be the problem; when I use the same image as a sprite it looks fine. Ho hum.

  • Pixel rounding is off, but it actually looks no different either way.

    I'm sure this issue has come up before for someone else and there was a simple solution... just can't seem to find it!

  • Hey all,

    I'm having trouble with the pixels not showing correctly in a project. Here's a sprite in preview mode:

    And here's the same sprite in the image editor:

    As you can see, the pixels have kind of smudged - is there a way to get them to appear exactly as they are in the image? I'm using point sampling and the layout scale is set to 4 because I have a 1920x1080 window, but I want to use 16x16 sprites - not sure if that has something to do with it. I've messed about with a load of settings but I can't figure it out - any help with this would be appreciated!

  • Hey hey, thanks so much for all the kind comments! This project's on indefinite hiatus at the moment because, unfortunately, I've just lost the will to work on it over the past few months. It's become a bit unwieldy and a chore to work on - to answer your question SwatHound, there are over 1,500 events in the main event sheet alone I think a better programmer than me could probably cut that down by quite a lot though. It's been a great learning experience for me, and I've found out so much amazing stuff about what C2 is capable of, but I think it's unlikely I'll do any more with it - I'd like to focus on smaller, more achievable projects for now.

    The lighting's a bit complicated to explain, but actually pretty simple in practice. It's basically a combination of layers, the Canvas object (with blend mode set to DestinationOut) and little "light window" sprites that are created, then pasted to the canvas and destroyed. I started trying to explain it but to I realised I've forgotten exactly how it works, so instead I'll just share the .capx and hopefully people can figure it out from that. It's just a few lines in the "Illumination" group in the Main event sheet, but you'll need to look at the layers the objects are on and the opacities of those layers to get it right.

    Greed.capx

    Hope it's useful for anyone trying to make a roguelike game too (if they've got the patience to sift through my horrible code). If anyone's got any questions about it, please ask and I'll answer the best I can!

    Thanks a lot to everyone who's supported this project, especially and Wrangler for the awesome graphics they made.