Somebody's Forum Posts

  • Hi, all. Here's my little holiday present for you all - a little tool to see what the particle system settings look like in (near) real-time.

    [attachment=0:axau75l0][/attachment:axau75l0]

    Just change the settings and they take effect every time the timeout runs out. It's currently based on a 720x1280 screen size. I'm thinking about building in some functionality to adjust the values by a ratio based on your target screen size. Enjoy!

    [attachment=1:axau75l0][/attachment:axau75l0]

  • By using the wonderful random(A,B) function, thus random(100,600)

  • You could probably manage something similar with effects/layer effects, but I suspect the performance tradeoff wouldn't be worth it. Can you show what you have in mind visually?

  • Bruno, wouldn't that only work with exact increments?

  • The first thing that comes to mind is a separate Variable to which you add your limits. So...

    ExtraVariable = 10000

    If Points > ExtraVariable --- Add extra life, Extravariable = Extravariable + 10000

    This way every time the score jumps over the limit you give an extra life and raise the limit.

  • Sure thing, just pay attention to the origin point of the map - as the coordinates of the main view go from top left to bottom right so they must on the minimap. Thus place the origin point on the minimap on the top left as well.

  • The map won't just appear - you basically draw it as a usual map would be done - at a smaller scale than your level. Then place that as an image and show object placement on it by using that same scale you drew your map in.

    I went ahead and built an example - study it and you should manage to make your own.

  • This kinda depends on how many objects you want to show on your map. In general it's not really hard - have an object on the map as well and on every tick set its coordinates to, for example, map's left corner + original objects X location/map size ratio. So, say, if your map is 64x64 px that is 100 times smaller you would set the map objects coordinates to map's left corner + OriginalObject.X/100

    Same for Y coordinates, of course and you are done.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Depends a bit on what happens next - the easiest way is probably shifting their origin point and then creating/rotating each instance 36 degrees (360/10). Or, if you want to do it "right" check this out: https://www.scirra.com/tutorials/1050/b ... lar-motion

  • Just use the random expression in size and angle, excerpt from manual:

    random(x)

    Generate a random float from 0 to x, not including x. E.g. random(4) can generate 0, 2.5, 3.29293, but not 4. Use floor(random(4)) to generate just the whole numbers 0, 1, 2, 3.

    random(a, b)

    Generate a random float between a and b, including a but not including b.

    So for the angle you can put random(360), for the size - if you want a proportional size you would do something like:

    Set Sprite width to random(16,32)

    Set height to Sprite.width

  • A recent change has turned message headers invisible, like this:

    [attachment=0:2u81ezlt][/attachment:2u81ezlt]

  • Just add a set size and rotation action right after spawning, it'll only affect that instance.

  • To use animations natively a runime is required. iI this case there are several available for spline, but none for construct 2. A similar product that has full support for construct 2 would be Spriter.

  • This is actually rather well made, everything is smooth, the menus work well, the graphics are decent for the style, there's good separation between the elements (like bullets and such) May I ask what the base resolution is? Also - what are you using to make the hit enemies flash white?

    For me controlling the action with the left thumb was really awkward - not sure if a horizontal shooter really works that well on a mobile/tablet. Placing the phone on a table and using an index finger worked better.

    Also, if I could leave some suggestions - the player craft and enemies feel a little lifeless - perhaps a little animation (or, say, floaty up/down sine movement or mild rotation on movement) could help with that. Also since the performance is so good you could probably add some particles to weapon impacts/explosions and such - might look neat.

    Other than that - well done, hopefully it does well for you on the market.

  • This is actually really neat - the wheel movement is fantastic - feels very precise (the way it rotates in relation to sideways movement). Sprites and camera work are also top notch. I think you might add a mild sine up/down movement to the body of the vehicle so it feels like and engine is active in there. Will also make it more lively than just a static object.