Nemlokt's Forum Posts

  • Did you do this?

    Yes, that's what I do. This is what happens:

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  • The only way I know is to turn "Snap to grid" on, select all sprites, wrap selection. And then flip by resizing, making sure that the final width of the wrapped area is the same.

    I've tried that but for some reason the sprites start extending in all sorts of weird directions.

  • For example, if I've set up a room in a dungeon, with switches and enemies and paths and holes, etc., but realized I have to flip the entirety of the room along the Y axis, is there any way to do this without going into each sprite's width and making them negative?

    Like this:

  • I've been getting 'Unknown error. SIGN_IN_REQUIRED(4)' for the past few hours. I'm using a signed and published apk, so I know that's not the problem, and I'm wondering if perhaps I've set up my actions wrong.

    Does anyone have experience with this?

  • Does anyone have a solution? I have the same problem, but on XDK. It's on the play store and I'm using the correct account in a closed beta.

    Edit: I've been searching around for hours and found some advice about using an account different from your developer console account. Still not working for me, but might for someone else.

    Edit2: I'm an idiot. I allowed access to alpha testers but missed allowing it for beta testers.

  • I'm making a game for mobile that has several screens but only one layout. It basically smoothly transitions between different layers while keeping a single background with objects moving around it. I intend on having an ad show up in the results screen and start menu, but not during gameplay.

    If I hide the ad when the player transitions from the 'start menu' layer into the 'game' layer, is it possible for the player to accidentally tap on the ad and have the game interrupted?

  • Thank you for the updated version, If it isn't too much to ask, can you add a looping option?

  • Here is a way to do a spline though waypoints:

    http://dl.dropbox.com/u/5426011/example ... llrom.capx

    A plugin could be made to hide the formula, but there isn't a way to make an in IDE node editor at this time.

    Is it okay if I ask how you came up with the original spline? Is there a concept you followed to help you come up with the math inside of the 'Set position' action? I ask because I would really like direction in improving my own programming skills - of which I have none.

    Edit: Lol, I didn't realize the actual name of the capx was the hint I needed.

    Edit2: For anyone, like me, that couldn't get the array version working properly, you need to replace p.Count with Array.Width and (n-1) % Array.Width with n > 0 ? (n-1) % Array.Width : Array.Width-1, since when n = 0, you get -1, and I don't know how using -1 as an index affects arrays.

  • Have you checked out this tutorial yet?

    https://www.scirra.com/tutorials/1115/a ... latformers

    One thing you can do is have triggers set all around the environment that change the character's 'state' as it approaches an obstacle or ladder or such. For example, a jump trigger on either side of a pit, or a climb trigger at the base of a ladder. The jump trigger would of course active the jump action, and the climb trigger actives the 'Climb' state, which plays the climbing animation as they move up the ladder, as well as whatever climb behavior you have set, so long as the character's state is currently set to 'Climb.'

    If you click to the right of the character, and they're not on a ladder or in the middle of a jump, you start the 'Right' state, in which they continuously simulate right movement. Ditto for clicking to their left and activating the 'Left' state. If they're about to walk over a pit, there should be jump triggers there that make the character automatically jump once it collides with them.

    That would work for very simple cases, step by step or trigger to trigger, but it wouldn't work in more advanced cases. For example, in this case:

    You can click on the checkmark, but since the ladder is to the character's left and the right-ward click means the 'Right' state has been activated, the character wouldn't properly reach the climb trigger to go up the ladder. You have to figure out what the next step is (the ladder) and click on it, and once you're up the ladder think about the next step (go right) and so on.

    I suppose to go more steps ahead automatically, you'd need to make these triggers perform double duty as waypoints. Here's a bit on that from the same guy:

    https://www.scirra.com/tutorials/1113/a ... -waypoints

    Not entirely sure how to implement that, aside from having every waypoint know what path needs to be taken to reach any other waypoint. Hopefully someone has an easier solution for a more advanced pathfinding.

  • Kerbal's likely way too popular to lose, it was even referenced in my favorite current manga.

    Still, congrats on reaching the final. Showing GameMaker who's boss at the very start of the tournament was the most important victory, in my opinion.

  • I don't think the Pathfinding behavior has that kind of 'choosing' functionality. One thing you can do is, after deciding which path you want to take but before starting the pathfinding, spawn an invisible solid on the other path so the path can't be chosen. Not ideal, but if no other object is meant to take those paths, it could work.

    Another thing you can use is waypoints, and at the branch have the red guy choose between one waypoint or the other.

    Here's a tutorial on it:

    https://www.scirra.com/tutorials/1113/a ... -waypoints

    Here's one that's mostly just a capx:

    https://www.scirra.com/tutorials/1367/a ... -waypoints

  • Image points should've worked. Did you set up 4 extra image points, set them up at ([Width * 1.5], Origin Y), ([Width * -0.5], Origin Y), (Origin X, [Height * 1.5]), and (Origin X, [Height * -0.5])? Then just set the rotating box's origin to the other's Imagepoint 1,2, 3, or 4 every tick, and turn it off if either of the boxes collide with any physics object. I'm assuming the boxes are the same size, by the way.

    Since they're likely the same Sprite object, you'll probably need to use local variables to pick which one rotates around which.

  • Will do. Thanks.

  • Quick question. The number of variables I have in my 'Enemies' Family has just reached the 20 mark on 26 different Sprite objects, and I was just wondering if I was pushing it. There's only one text variable, by the way.

  • Thanks, that clears things up a bit.