RhapsodyInGeek's Forum Posts

  • That's a very complicated question. There are an infinite amount of ways to do a cutscene, it all depends on what you're trying to do. Is it just a couple pictures flashing before a stage starts? Is the player going through a scripted sequence? Did you want a quick animation to play before starting? The method used all depends on what you're trying to accomplish.

  • What is Scirra's stance on games that have the Construct 2 logo flashed up on a game's splash screen on startup?

    More specifically I have a splash screen set up for my game where I flash my little dev crew's logo and then afterwards I was thinking of flashing this:

    <img src="https://dl.dropbox.com/u/20459682/Happiness/scirralogo.png" border="0" />

    Of course, if you'd rather not have users do something like that, that's cool, too. I just want to give credit where credit is due, and I'm pretty proud of having used Construct 2 to finally finish a game.

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  • These are all pretty awesome. I do agree with Halftone being hard on the eyes, but it's still pretty cool.

    I like'em! I like'em I like'em.

  • Hmm, yeah I see now you will probably run into the same problem with that. How about this:

    +Right arrow is down 
    +Left arrow is not down
     -> Set Right to true
    
    +Left arrow is down
    +Right arrow is not down
     -> Set Left to true
    
    +Every Tick
     -> Set Left to false
     -> Set Right to false

    Far as I understand, with the way Construct 2 does events, this will just leave Left and Right in a constant state of "false".

  • Construct 2 has a nice option called "Sampling" in the project settings. As Whiteclaws suggested, turning it to "Point" will allow that nice retro pixel look.

    When creating the images, don't do a manual upscale (8 pixels for each "pixel block"). Instead, just create each image at 1:1 scale. Trying to do high res images of low res images is a waste of time and resources, both in production and game performance. Only do what you need to in order to reach the result you want.

    Construct 2 has some nice options available in it to upscale the screen for you. Under the project settings there is an option called "Fullscreen In Browser" which allows you to set up scaling. These options will automatically upscale the game to the browser's window size (or screen size when the browser/Awesomium is in fullscreen mode).

  • I think what he's asking is how to do a Mario or Sonic style jump, where you stop ascending if you let go of the jump button.

    Try this:

    +Player is Jumping

    +Jump Key is not down

    --> Set Player.Platform.VectorY = Player.Platform.VectorY / 2

    It doesn't necessarily have to be divided by 2 either. You can set it to whatever number feels good to you.

  • Construct 2 comes with the Gamepad object, which uses Xbox360 controller assignment. PS3 controllers require a special driver that needs to be downloaded in order to use them on PC. However, not everyone will have a controller for their PC so it's recommended to have keyboard controls to fall back on.

    For my game I decided to use the arrow keys and Z, X, and C for the "action" controls. Z being "Hug", X being "Jump", and C being "Give". Up and down allow the player to climb ladders or enter doorways or sit down and so on and so forth. I use Spacebar as a "Pause" key, because of it being sort of separated from the rest of the keys. Z, X, and C are right next to each other and feel quite comfortable to be used in tandem.

    My personal suggested assignment would be

    Left Arrow : move left

    Right Arrow : move right

    Down : duck/slide

    Z : shoot

    X : jump

    C : action/block

    Having up be the block key doesn't seem to make sense on a relational level. The other arrow keys involve directional controls, whereas blocking is an action.

    Grouping it with shoot and jump and action makes more sense. Pairing it up with action would also make sense since I'm guessing the Action control is going to be contextual. Then you can also separate Shoot and Action/Block with the Jump key so that the player doesn't accidentally hit the wrong key and waste ammo or get killed.

    Anyway, just my suggestion.

  • Sorry it took so long for me to whip up a capx, but yeah, here's the capx:

    https://dl.dropbox.com/u/20459682/rez%20pathfinder%20bug.capx

    Just click the mouse around the screen to move the blue square. The Astar is set to 16, which seems to allow the pathfinder to move through the 16 blocks. Setting it to 8 properly pathfinds around the blocks.

    However, it still finds a path through the larger blocks on the bottom for whatever reason, closer to the right side of each of the blockers. Click around the middle of the bottom or the right side of the bottom and you'll see what I mean.

    Is there something I'm missing or is this not working as intended?

  • Unfortunately it'll be a week before I can send a capx as I'll be out of the country. Good to know you plan to add that interval expression though!

  • Having a little trouble with the Astar/Pathfinder plugin/behavior. I set the cell size to 16, but my sprites can cut through any blockers that are 16 pixels wide/deep. Only when they're 32 pixels thick do they try to walk around them, whether the pathfinding mode is manhattan or euclidean, diagonals or no diagonals. Is this working as intended?

    Also, if you're open to suggestions, maybe you could add an expression to retrieve the current internal position count? I know right now it can be done via variables, but hey, why not? <img src="smileys/smiley2.gif" border="0" align="middle" />

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  • Objects can belong to multiple families at once. I just plug all the sprites I want to z sort into an additional family called "Zsort" and then do the "For Each (Ordered)" method. Works like a charm.

  • This is fully within the realm of possibility. But you might want to wait longer than 6 hours for someone to reply with an answer.

    There are a number of ways you can do this. If you're using a platform behavior character then you could have an event check to see if the player is next to a wall and presses a certain button, then the player can enter the "climb" state at which point the platform behavior is deactivated and a custom control scheme is put in place where you shift the player's Y coordinate depending upon whether the up or down controls are pressed. Things like that.

    I didn't come up with a capx because I don't have the time right now, but the above is pretty much the gist of one way it could work.

    EDIT: Just caught the part of your post specifying the time in the video you were looking to replicate. I thought you meant the wall climbing, but seems you meant the swinging. Good thing R0J0's on the case! <img src="smileys/smiley17.gif" border="0" align="middle" />

  • I was just thinking that it might be pretty useful to have a condition for "Is sound with tag ("music") playing" or something similar, where the user could enter in a sound's tag as the sound to check for. If no sounds are playing with the defined tag, obviously it returns false. Inversion would be an obvious must as well.

    I just came around to thinking about it when I was trying to figure out how to control music across multiple layouts. There are other ways to pull it off (global variables come to mind) but this would make it an easy one-event solution.

    Any other suggestions for the Audio Object are certainly welcome in this thread.

    Also, on an unrelated note, any word on the "move in front of object"/"move behind object" z-ordering actions? <img src="smileys/smiley2.gif" border="0" align="middle" />