RayKi's Forum Posts

  • Hello friend <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Angles are quite simple once you get to understand it.

    But basically if the angle is 0 it means it's going to the left. If it's 90º then it's downwards, 180º is right and 270º is upwards. So keep that in mind whenever you are drawing your sprites.

    So if the sprite is following the mouse, it will turn 360º pointing to whatever direction the mouse is. I don't think that is quite a good idea to use this on the character of a platform game.

    The most common thing to do is keep the character standing normally and use some type of target to follow the mouse around the screen.

    But since I have no idea of what you're trying to do there, I can't explain much. But well...

    I created a .capx about angles to help a guy on another post. You can take a look at it here:

    https://dl.dropboxusercontent.com/u/183 ... otate.capx

  • Up

  • Hi guys, I've read a bunch o tutorials and tested all the options but somehow all kinds of layout sizes and configurations end up distorting the graphics of the game.

    How can I keep the original 64x64 graphics of my tiles without distorting them? I really don't understand how this works

  • Weird o-o

    Try uploading your .capx then.

    Sorry for not being able to help any further

  • Hi, the Move To behavior is ok, it doesn't interfere with the object animation, the scale effect on the other hand, does.

    I don't know how you are doing it, but if you are working with scale and animation at the same time, try to avoid change the scale every tick. Put the trigger once effect every time you change the scale, and try not to change it in the middle of the animation. If the object are not being scaled the animations should work properly.

    Give it a try and if you still have problems try post your .capx here so we can take a better look at what you're doing.

  • I don't know if this is what you wanna do but... maybe this?

    event: every tick - action: "myWheel" set rotate Speed to "myrollingball.physics.angularvelocity"

  • Yes. Check this plugin: http://c2rexplugins.weebly.com/rex_date.html

  • Set a smaller collision box to the Menu sprites.

    if the menu are not sprites, you won't be able to change the size of the collision box, you can however set the characters a bit more far from each other so the menu don't overlap or you can make a smaller menu so they don't overlap.

    There are too many things that can be done, you need to figure out what is better for what you are trying to do.

  • My mother will LOVE this game

  • Yes, just make sure to keep a proportion of 16:9

    This might be useful:

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

  • Hummm..... Ok

    See if any of these help https://dl.dropboxusercontent.com/u/183 ... otate.capx

  • Every sprite has it's on collision box. Set the collision between two objects on the event sheet.

    If you need any help on how to use the event sheet, there's a bunch of really good tutorials here on the site.

    You should also take a deep breath and take a time to read the Construct2 Manual before rushing into trying to use the software.

    here are a few useful links:

    https://www.scirra.com/manual/1/construct-2

    https://www.scirra.com/manual/75/how-events-work

    https://www.scirra.com/tutorials/all

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  • There are lot's of ways to rotate something, and it all depends on what you are trying to do exactly.

    But basically, you don't need any behavior like custom movement or anything, just create the sprite, keep in mind that at 0º it'll be facing left, and then set to code to adjust it angle depending on what you wanna do exactly.

    Try testing the functions under the "Angle" section, and if you can't find anything that helps you, try being more specific about what you're trying to do.

    Sorry for not being able to help any further D:

  • You can create the question mark within the character animation.

    Or, add to the question mark the "PIN" behavior, and as soon as you create it Pin it to the character's position accordingly to what you want.