retrodude's Forum Posts

  • On you very last event, When planet is on collision with side wall,

    Have you tried

    "applying impulse towards position".

    If you set the impulse to 5 and the X to 50 it kinda gives what you want, I think. I can try a bit later to think of a better way unless you have already found out how to.

    Hmm, after some further testing this doesn't quite work. It does cause the planet to bounce around for much longer so it's good for the time being, but ultimately I'd like to be able to figure out how to have the planet move at a constant speed like the asteroids in "Asteroids", and other games like that. The game takes place in space so there the objects should never slow down, so there seems to be something I'm missing about how physics objects work in C2.

  • Hi guys! I was trying to make a game with the character movement of Don't Starve and all that. If you don't know what the game is, look at this: youtube.com/watch

    Okay so I have the random forest generation down, but I cant seem to get the player moving correct. This is what I have:

    Bevar in the Wild! CAPX

    Apparently what I have doesn't seem to work well. Can someone check it out?

    Look at these two images:

    Step 1:

    imageshack.us/photo/my-images/546/tree1w.png

    Step 2:

    imageshack.us/photo/my-images/843/tree2a.png

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  • What I wanted to do, is have that weird type of gameplay where he can go behind, next to, or in front of the trees. I think you can do that with layering and stuff.

    You need to right-click on the tree sprite in construct 2. Then go to the toolbar on the left (the one with pencils and erasers). On the bottom of that toolbar the last icon that looks like some lines and circles, click on it. Its the set collision polygon icon. From there choose parts of the trees you dont want to be solid.

  • Yea your right, my bad. I had 15-20 tabs running and for some reason it dropped my performance on firefox. On chrome it was much faster <img src="smileys/smiley17.gif" border="0" align="middle" />

    retrodude

    Rojo's latest example never drops below 30fps for me.

  • This might be worth a look-

    MarioKart

    Did you make that? That looks pretty amazing and its also written in java <img src="smileys/smiley3.gif" border="0" align="middle">. I was also looking through the source code hoping for comments, but unfortunately the author didn't provide the comments or give an explanation behind the pseudo code for a project such as this but its still something I'll definetly look into as well, thanks for posting   <img src="smileys/smiley4.gif" border="0" align="middle">

  • Wow AMAZING STUFF!!! <img src="smileys/smiley32.gif" border="0" align="middle"> I was already in awe of your vertical slicing method and was looking through that but it seems this example is more faster with rendering. Its good to know that its possible in C2   <img src="smileys/smiley4.gif" border="0" align="middle">

    now if only we could get the fps count to 20-30 it would have been perfect, unless my laptops the only one that's giving performance speeds of 8-10 fps. I'll be looking over the explanation on the math later this week because this looks awesome, thanks for posting Rojo   

    I found a good explanation on the math used for mode7 here:

    http://gamedev.stackexchange.com/questions/24957/doing-an-snes-mode-7-affine-transform-effect-in-pygame

    Here's a capx of it in action:

    http://dl.dropbox.com/u/5426011/examples16/mode7grid.capx

    EDIT: and one with a texture:

    http://dl.dropbox.com/u/5426011/examples16/mode7.capx

  • Jesus Rojo, how do you come up with the algorithm for these things so quickly? Also I'm curious to know how you were able to cut your image into 64 pieces. Did you use some kind of program or did you individually cut the image into that many pieces using paint,gimp, photoshop or some kind of paint tool?

    If you slice an image into horizontal slices you can position and scale each slice independently allowing for shear and taper effects. The drawback is a high object count.

    http://dl.dropbox.com/u/5426011/examples16/streetfighter.capx

  • I'm having some trouble getting enemies that are created by the system to be destroyed. Basically what I'm trying to do is have a platform full of enemies in a random formation when a button is pressed. I have provided a capx below of what I have tried.

    What I want:

    When spacebar is pressed the formation of the previous enemies on the platform are destroyed, and the same set of enemies are respawned but in fewer numbers and at different positions.

    Here's a capx of what I have tried to do: ***Change group "destroy" to activated and it should allow you to destroy the enemies.

    dropbox.com/s/ppel5eommt7n9pi/spawnsoldier.capx

    I tried to make it so when the user presses "M" the enemies are destroyed but that didn't seem to work either.

  • You will probably have to use the physics behaviour, although I think there might be a way without it but then again I'm not to sure how without physics.

    Someone will probably give you better answer. But I guess the logic would be:

    Event: if enemy is in collision with player

    ---> Action: enemy applies force to object(The Action is "Apply Force")

    I'll see if I can make a capx with it later and get it working unless someone already does it.

    Hello everyone.

    I am making an overhead game, and I just got down the health bar and the player takes damage upon collision with another enemy. But what I would like to know, is how do I make the player be pushed back away from the enemy when coming into a collision with him.

  • I would have reposted your capx but its a small fix so theres no point, also you could learn something from doing these little steps if you get a problem like this later.

    Also If your still confused about my steps then tell me and I'll see if I can help

  • You have to set unbounded scrolling to yes. You also have to give your player the behaviour scroll to.

    If your not sure how to do this, well here's the steps:

    -on the right of your construct 2 screen you'll see a toolbar that says projects. click on it

    -click on layout 2 on that toolbar

    -on the left of your screen you'll see a Layout properties menu

    -on that Layout properties menu you'll see something that says unbounded scrolling. set that to yes

    -Final step click on your sprite and add the behaviour "scroll-to"

    and it should work

    hello i am new in construct 2 :D

    i just follow all code from the template code from construct 2 about infinite jumping platfrom

    i cant understand what the meaning of this

    global number miniscroll=999

    global number nextplatform=0

    and my screen size is different with the example :/

    how to fix that? :(

    heres my capx

    https://dl.dropbox.com/s/01082319sneq4go/sky%20reacher.capx?dl=1

    sry for bad english :(

    thx you >.<

  • Man thanks for posting this, its actually pretty helpful <img src="smileys/smiley17.gif" border="0" align="middle" /> I can't believe I didn't look for a angle cheat sheet like this sooner..

    While playing around with my AI's shooting ability I found that I was constantly doing calculations in my head to adjust the angle. Adding or subtracting a few degrees at a time.

    Later I found a cheat sheet-

    <img src="http://kifaru.net/images/Fig16_Det988.jpg" border="0" />

    I downloaded it to my desktop and rotated to so it matched the C2's angle system.

    Now I can just glance at the chart and instantly choose the angle I need.

    Maybe a small cheat sheet Icon on all of the dialogs that have angles would be really helpful for people.

    labeling the chart at increments of 22.5 would probably be enough for most people. I bet it could fit on a 32x32 icon.

    I have all of the angles memorized at increments of 22.5 because I was a carpenter 20 years ago. The way 0 starts where most people put 90 really messes with my Dyslexia.

    I end up spending a lot of time rotating the compass in my head, then choosing the angle I need. In school, and everytime I have use angles in the past 0 points north, up, or at the top of the document.

    TLDR; It would make choosing angles a lots faster, if we has a simple compass key showing where 0 and some of the most commonly used angles are pointed, anywhere we are asked to enter an angle.

    Thanks :)

  • I DID actually come up across this a couple of hours ago and I was very happy that someone posted this :)

    I may take a crack it at as well when I have time since I plan to use mode 7 in one of my future games

    Yeah, in my mind it seems a simple enough task, but I know when I start that new capx ready to get at it, I'll probably crumble ;)

    This may interest you

  • Its all good man, but try to keep us posted if your able to get it working :P

    I'm not working on a mode 7 game right now but I would like to know the logic of how someone goes about making one. Even games like outrun would be an awesome find for me :P

    hahah soz!

    Well, something like Outrun / Space Harrier would be possible in C2. I might have a bash over the weekend since I've practically got a fake 3D floor going, but it's a hack job. I have a better idea how to go about something like a Space Harrier floor now that I've done that.

  • We've all been there <img src="smileys/smiley36.gif" border="0" align="middle" />

    Also when I saw this being posted on the How do I, I thought you were gonna troll this page and ask for advice on how to get on LSD

    nm I replied to the post and it's now showing BadCerebral created the topic. Man, now I almost know what it feels like to be on LSD ;p