Plowman's Forum Posts

  • Yes, that's it.

  • Yes.

  • > How about an option to have a tile appear moving, you set the angle and speed you want the tile to move but it never actually moves; it's still in the same position and size.

    >

    I'm curious as to what you mean by that? If it's in the same position and doesn't move, how does it appear to move?

    Since a tile can be seamless, with no beginning or end, you could have it appear moving continually forever. Hope you understand, I'm not so good at explaining this...

  • How about an option to have a tile appear moving, you set the angle and speed you want the tile to move but it never actually moves; it's still in the same position and size.

    And while I'm at it, I think the fade behaviour should have some more options like a "on fade in" and a "start fade out" event.

  • Here's another problem with instances...

    I tried to make some enemy ai:

    The enemy keeps going left until he comes close enough to the player; then, after a little delay, he either swings his club or he goes to the right for a short interval and then swings his club, after that it's back to going to the left looking for the player again.

    It works fine with one enemy on screen but if you add 2 more instances it messes things up somewhat.

    Maybe there's something wrong with my approach here, but I don't understand why it works with one enemy but not with many.

    https://dl.dropboxusercontent.com/u/98471899/Scirra/enemyexample.capx

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  • Thanks!

  • Now here's probably something very basic I'm missing... It may lead to some more complicated questions so I'll post it here.

    But I'll start simple, here I'll try to explain:

    if you overlap the enemy with the crosshair and shoot (hold down z) the enemy turns red (animation frame 1), if the crosshair is not overlapping then it goes back to green (animation frame 0). This works fine if you have one enemy instance, but if you have several on screen and shoot them all they all turn red even though the crosshair is not overlapping them.

    If you don't know what I mean then I think it will become clear if you look at the capx here:

    https://dl.dropboxusercontent.com/u/98471899/Scirra/crosshair.capx

  • I had problem with spriter animations being invisible online (but it worked offline). So if I copied the “on initialized” events to all Event Sheets that referes to the spriter file then the animation shows up online.

  • A couple of images in the animation doesn't appear when I put the game online, but it all works fine when I test the game offline in C2. Any idea why that is? There are no weird characters in the filename; non english letters in the file/object name seem to make Spriter images invisible in C2 so watch out for that.

  • Help: the sound I added in Spriter doesn't play in Construct 2. I have the latest version of everything installed.

  • I played around with the example uploaded here and this is what I came up with:

    https://dl.dropbox.com/u/98471899/Scirra/ladderX.capx

    One thing I don't like is the way he bounces on top of the ladder if you keep pressing up.

  • Give the fence a solid behavior then on collision with fence set car speed to lerp(player.Car.Speed,50,0.8). You can play around with the numbers, I'm not sure what I'm doing but it seemed to work for me <img src="smileys/smiley17.gif" border="0" align="middle" />