Metal_X's Forum Posts

  • You have to exclude the numbers already picked.

  • It will not collide perfectly because your sprite will move more than 1 pixel per frame, ex. if your sprite is 1 pixel from the object to collide and your FPS is 60 than, 120*1/60 = 2 pixels, it will move 1 pixel inside the collision object, with lower FPS is even wrost try to put it fixed aroud 15 fps and test, try it on unlimited too and you will see it work perfectly because it will move lower than 1 pixel per frame.

    The way i discribed, using loops, will always move the exact pixels before collide with the object.

    The "is moving" i mean to be your way to detect this, in your case you have to do "On keyboard: Left button is down", move to left, and so on...

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  • I really can't understand what you intended to do with this:

    Sprite: [negated] Sprite: overlaps obj : offset (0,0)

    -> Sprite: Set X to Sprite.x - (120 * TimeDelta)

    + Sprite: [negated] Sprite: overlaps obj : offset (0,0)

    -> Sprite: Set X to Sprite.x + (120 * TimeDelta)

    + Sprite: [negated] Sprite: overlaps obj : offset (0,0)

    -> Sprite: Set Y to Sprite.y - (120 * TimeDelta)

    + Sprite: [negated] Sprite: overlaps obj : offset (0,0)

    -> Sprite: Set Y to Sprite.y + (120 * TimeDelta)

    In these conditions you set the Sprite object to move equally to right, left,top and down. Of course nothing will happen...

    For the collision problem you have to use "For Loop" and make like this:

    Sprite is moving

       + For 0 to ceil(120*TimeDelta)-1

          + If Sprite is moving right

            + [negated]Sprite is overlapping at offset ((ceil(120*TimeDelta)-LoopIndex),0)

              -> Sprite move (120*TimeDelta)-LoopIndex at 0 Degrees

              -> Break

          + If Sprite is moving top

            + [negated]Sprite is overlapping at offset (0,((ceil(120*TimeDelta)-LoopIndex)*-1))

              -> Sprite move (120*TimeDelta)-LoopIndex at 270 Degrees

              -> Break

          + If Sprite is moving Down

            ....

          + If Sprite is moving Left

            ....

           

    Do it to the four sides.

    To make conditions for diagonal angles is a bit more complex.

  • Thank you from Brazil!

  • I think it is a bug with else condition, i fixed it using 2 conditions:

    If Terrain overlaps Shadows And Value "Nodarken" == 0 > Set filter to Gray

    (INVERTED)If Terrain overlaps Shadows > Set filter to White

  • Thanks R0J0hound! But how can i return this value to the events system?

    Edit: Nevermind i did it this way:

    -System - Phyton Compare

    "Window.Caption" == "has focus"

    Edit2: I put it in my game and it din't work, i put the py paste in the directory too, but nothing. Any ideia what i did wrong?

    Edit3: LOL "enable phyton" was disable on my application...

    Thank you so much R0J0hound!

  • Gelidaer, you can't use conditions like these:

    ==> Up Arrow is down>Add one to 'Variable'

    If you do your game will react different in every FPS rate, ex. 60 fps will add 60 to the variable every second, 15 fps will add 15 to the variable every second, so alwyas use Timedelta to EVERY thing you do.

    Always test your game in the lowest possible FPS rate, and in unlimited FPS rate.

    And for the pause problem that you mentioned, the best solution is to create a group (i named it Runtime) and add almost every event of your layout on this group, when pause happens disable this group in addition to the timescale reduction.

  • Gelidaer, with Window object set Always on top: On.

    I think that's what jayjay did.

    Window object really needs an option to indentify focus, maybe on the next CC version?

    Please lucid help us! =X

  • In CC we have per-pixel collision, C2 will have it in the future? Anyone one knows if Ashley talked about that?

  • I uploaded this tutorial from deadeye, look at the enemies eventsheets, i think this can help you.

    mediafire.com

  • Kyatric

    Yeah, i know that's pure speculation, and i didn't say that it is not.

    But don't belive such things can happen is really naiveness.

    I know a ton of corporations that "destroyed" others for preventing competition, there are many diseases or other genetic problems (like baldness) that already have a cure or a better treatment but are not revealed because the actual treatment is more profitable and many other things that happen because corporation stupidity.

    I assume that i really don't know who can Adobe or any other company delay HTML5 dev, but for me it's really strange the number of problems and the slow development of this technology.

    And stay clear that it is my opnion!

    Edit:

    "Click the star to the left of the title "Issue 126345:     SwiftShader causes unplayable performance for 2D HTML5 games"

    Done!

  • "As of now, all of this mess with HTML5 seems like the usual: Corporate stupidity."

    I really think that Adobe will do everything to slowdown HTML5 development to try preventing Flash to become useless.

    Do you know any proofs about that?

  • I want to know this too, my game needs to pause when the window doesn't have focus.

    Anyone?

  • As Arima says, RPG are one of the most difficult types of games to make, and considering that C2 is almost new and HTML5 is not on its full potencial, it's very risk to try making a RPG with it now.

    So you will only see RPGs made with C2 in the future.

    I'm making a Zelda fan game with CC, and believe me, it's more difficult to make than an classic RPG, because in a Action RPG everthing works at the same time, there's no turn-based Battle system to simplify, so bugs appear more often.