sgn15's Forum Posts

  • blackhornet

    ok. thanks.

    there is a problem for a layer with a 70,70 parallax parameters

    how should I assign my parallax layer objects?

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  • blackhornet

    thanks.

    Just a few questions though:

    1.

    window size is 640,480

    1 of my layouts is 640,480, so I changed it to 740,580

    my insets are:

    left = 0

    top = 0

    right = 100

    bottom = 100

    I did not change the positions of the objects in my layout, just changed layout size

    are the values for inset correct? Not sure I understand them that's why I am asking.

    2. I noticed that there is no disable/enable for scroll to plus. There are situations where in a long layout, you fight goons until you reach the final boss on (right) end of layout, I want to make the scroll to stay in that position. So I just set position of camera to something not moving? or is there a more correct/better way of doing it?

  • to make this simple, put the sword over the knight

    +sword is overlapping knight

    +for each sword

    +for each knight

    ->pin sword to knight

    you can access the sword of each knight by using "pick by comparison" like this

    Pick sword which

    Knight.UID

    =

    Sword.pin.pinnedUID

  • Lordshiva1948

    ok I made a workaround to make me able to open the file in my current C2 version

    You're not exactly helping me with my problem. You got my hopes up for nothing. LEARN TO READ THE FIRST POST.

    I said

    My problem is that I my window size is the same as the layout size (so no scrolling is needed) and I can't set Unbounded Scrolling to Yes because I have extra parts of the BG outside the layout and also if set to yes, if my player walks to the extreme right, the left part of the screen will only show the lifebar (on a layer with no scrolling) so no backgrounds is shown on left part.

  • Shake demo

    Lordshiva1948

    I might be asking too much but...

    can you give me a screenshot of events? I can't install anything here (not my pc) and I don't have r192 of C2 here yet.

    Thanks.

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  • You could have a Global variable, say Shake and when you need to shake the screen just do something like this:

    [attachment=0:3hk6510b][/attachment:3hk6510b]

    Somebody

    thanks but that is more of a zoom not a screenshake. I need screenshake (given that I cannot change my 2 situations that violate the stated 2 restrictions of scrollto)

  • https://www.scirra.com/manual/102/scroll-to

    I read that scrollto's screenshake action WILL ONLY WORK if:

    • window size the size of the layout must be bigger than the size of the window

    OR

    • the layout's Unbounded scrolling property must be set to Yes.

    My problem is that I my window size is the same as the layout size (so no scrolling is needed) and I can't set Unbounded Scrolling to Yes because I have extra parts of the BG outside the layout and also if set to yes, if my player walks to the extreme right, the left part of the screen will only show the lifebar (on a layer with no scrolling) so no backgrounds is shown on left part.

    I have a camera object (invisible and always set to player's position)

    Any way to work around this restraint of scrollto? or how to code a manually coded shake?

    Please help. thanks.

  • Make sure the animation's looping is set to no. Ping pong also set to no. Repeat should be set to 1.

  • You have to adjust your animation corresponding to how you want to code it.

    if you set looping to yes, make sure the animation is loopable so it won't look weird when looping.

    or you can separate the duck into 3 animations (1 for going to duck, 1 for ducking (loopable) and last for going back to Idle)

  • mudmask

    ACtually what I really want is Photoshop's Indexed color mode, but as far as I know "Replace Color" is the only way to recolor in C2 (not counting the mask effects available.

    Or do you know another way of achieving indexed color mode in C2?

  • You need Vector Y to be zero.

    Read on Platform behavior in manual. Unless you disable the platform behavior itself, it will still free fall even if gravity = 0.

    https://www.scirra.com/manual/100/platform

    read on

    Set enabled

    Set ignoring input

  • Your method seems to be based on 2D platformers, I probably should have specified it's a top down game

    Oh, my bad. I am not familiar with the bomberman game. But if it's a top down game, you can pin another object that is longer (horizontally wider than your enemy, means higher X). It should be set to invisible and will act as sensor. So when it overlaps with your wall, check which wall (left or right) and change direction accordingly.

    Btw, even if your game is top down, you can still use the same logic I used in my earlier post. Use an instance var called AI and assign a var value if moving left and another if moving right. Change the var when sensor overlaps with wall.

    Hope it helps.

  • Isn't parameter 6 (7th parameter but 0-index based) the tolerance? I think 0,1,2 are source colors and 3,4,5 are new colors

    I have a problem with the tolerance, what value should I use if I only want the exact color (source) to be replaced and nothing else?

    I tried 1 or 0 or 30 or 50 or 100, seems there are some pixels (of source color) still not being recolored

  • or use conditions like "pick nearest/furthest" or "pick by comparison" or "pick by unique ID"