mumu64's Forum Posts

  • kodu and construct actually have a bit of history.

    many moons ago there was a great battle with an evil kodu ambassador.

    in the end it turned out he was just misunderstood.

    but I will place this link here in memory of those who lost their sanity during those trying times, lest we forget:

    http://www.scirra.com/forum/viewtopic.php?f=2&t=3570&p=28131&hilit=kodu#p28131

    Thanks lucid, I've read most of the thread.

    Strange the topic got locked.

    It would be better, if there was an urge to lock the topic, to ask the topic starter: is it ok to close this topic, because <reason>?

  • http://fuse.microsoft.com/kodu/

    [quote:2lntiy8r]Kodu is a visual programming language made specifically for creating games. It is designed to

    be accessible for children and enjoyable for anyone.

    KEY FEATURES

    Kodu provides an end-to-end creative environment for designing, building, and playing your own new games.

    High-level language incorporates real-world primitives: collision, color, vision

    Runs on Xbox 360 and PC

    Interactive terrain editor

    Bridge and path builder

    Terrain editor - create worlds of arbitrary shape and size

    20 different characters with different abilities

  • It's totally working

  • Oh, I see... you are filtering by Enemy, not Sprite.

    Set the collision condition to Sprite: on collision with Enemy. Or use the advanced overlapping, which can filter both.

    Wow, I didn't know that.

    I never thought it mattered which object (sprite or enemy) should be selected first to make a collision-condition...

    I will try that out tomorrow. Thanks.

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  • Is the condition within the same event?

    yes

  • I believe this is another basic question from me.

    There are 4 sprites on a nearly white canvas.

    When the "enemy-sprite" collides with 1 sprite, I would like to see an animation playing on only that 1 sprite, where the collision happens.

    Everything is ok when I do:

    Enemy: on collision between Enemy and Sprite

    sprite: set animation to "dance"

    But when I add as a 2nd condition:

    Sprite: animation is not "dance"

    all 4 sprites change their animation and react to the collision, which only happens on 1 sprite.

    Confused me.

    Because I thought the conditions are as follows:

    • collision happening between red and sprite

    and

    • animation is not "dance"

    The other 3 sprites do not have any collision going on, so why do they react to this?

    Is this bug?

    Awaiting your reply.

  • Keep in mind that there may be situations where an object may look to be stationary, but it's really moving with a small velocity (say, .2 pixels per second). I think with the physics behaviour, (and correct me if I'm wrong) a situation where a previously moving object is completely stopped could be rare.

    Considering this, having a range of speeds that are considered as "stopped" (say, less than 1 pixel per second, greater than 0) may provide better results.

    Yeah, I noticed it!

    Thanks for the extra advice. Helpful again.

  • Thanks. Because of the custom movement example, I have found the velocity-option of the physics behaviour.

  • Compare it's total velocity to 0.

    Thanks. I made a new condition, clicked the object, went to the "physics" tab, but didn't find any conditions: empty tab. Went to System, chose "compare". Entered "<object's name>." and searched in the auto-completion-list for "velocity", but didn't find "Velocity" there either.

    So I don't know how where to find the total velocity to compare.

  • Is there an easy way to make a condition "if object is not moving"?

    The object has physics and is a sprite.

  • Could anyone explain globally how this example works that created this 3D engine? Thanks

  • Is that sarcastic, about the 60 fps?

    I think especially N64 owners have trained their fps-eyes, because F-zero was aimed for: high fps (60?) and low details.

    Turok 2 had trouble running smoothly, on N64 and Perfect Dark had trouble running at... 24 fps, I believe.

    So N64 owners could experience the difference.

    This console generation has: Modern Warfare 2 (360) = 60 fps? Runs smoothly.

    Operation Flashpoint 2 (360) and Killzone 2 both seem non-60-fps-games, I believe.

    Just making small talk...

  • There are a lot of text effects in Construct.

    Is, maybe somewhere on the forum, a cap file available that shows how all effects look like?

    I searched for "text effects" and "effects", but didn't find anything.

  • I've made a new cap and added 1 box, with bullet bahaviour (speed: 50).

    Put it in the right corner.

    start layout
    create camera "test" at Box.X, Box.Y. Zoom 300, 300. Angle 0. Follow
    camera "test": follow Box. Offset of 0 at 0 degrees. Lag: 50[/code:supdc7yh]
    When I run this, the camera goes to the middle of the screen and does nothing.
    
    Is it possible to let the camera (with or without the plugin) zoom in onto an object (moving or not), that is situated at the right bottom corner?
  • Thanks !

    This is so useful, I think.

    Should this be included in Construct? Yes! I think