Nimtrix's Forum Posts

  • aridale, you can set the value of instance booleans. They would be pretty usless for most situations if you could only toggle.

  • Check out "Trail effect" in the FAQ.

  • I would check out Miu3's particle example in the FAQ if I were you. Covers rain, snow, leaves and fire.

  • So you need to do a "Set angle towards position" with bullet angle of motion? Use the "Set bullet angle of motion" action and the angle expression:

    angle(Bullet.X, Bullet.Y, Target.X, Target.Y)

  • I see keepee, thanks for taking the time to elaborate!

    I often do the second thing you mentioned myself, like use a number for movement events. Instead of using a boolean "moving = false or true", I usually use a number "moving = 0 or 1" just in case I want to add running later. Then I can just use "moving = 2" for that.

  • keepee: Unexpected advantages, how so? I'm just curious.

    One thing I like about booleans is the "Toggle boolean" action, very useful in some cases.

  • chrisbrobs

    Well, making a splash screen is covered in that tutorial, and it was published a few days ago, so I would guess it's the one he intended to link to.

  • Always happy to help! But I forgot all about the "looking forward" thing, sorry. It's a bit tricky, but here's one solution at least:

    MarioWorldScrolling2.capx (r99)

    Camera's a bit jumpy if you run back and forth a lot, but maybe it's good enough?

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  • Alright, looked at Super Mario World now. There are a huge amount of mario games, so I assumed you ment the first one. (doesn't scroll back if I remember correctly)

    Anyway, how's this?

    MarioWorldScrolling.capx (r99)

  • I'm not saying it can't be done, I'm just saying I have no idea what you mean. If the camera is in front of the player no matter what direction he is facing, the player will never be in the middle. So where is this "dead spot" supposed to be?

    Check the FAQ for explanations of linear interpolation (lerp).

  • Search before asking please.

    First result:

    http://www.scirra.com/search?s=install+plugins

  • You said you wanted a "dead spot" in the middle? I don't see how that would work if you also want the camera to be in front of the character and flip if he turns.

  • I assume you mean the classic NES mario?

    If so, here's a way:

    MarioScrolling.capx (r99)

  • An object's default angle (0 degrees) is to the right. When you use behaviours or events to move the object it will usually move along it's angle. If your sprite doesn't point in the same direction as the angle (to the right), it will move sideways.

    The blue line is the angle of the object:

    <img src="https://dl.dropbox.com/u/11087850/defaultAngle.png" border="0" />

    If it's set up like in image 1, the object would move along the blue line (sideways). You want it to be set up like image 2.

  • Your sprite image needs to point towards the objects default angle (to the right). Go into the image-edtior and rotate your sprite until it points to the right.