Steven's Forum Posts

  • I have been using the start frame option a lot, highly useful feature.

    I have come across a few situations that could potentially be streamlined a bit, and they are-

    *Opening the picture editor to the frame i clicked on.

    *Opening the new frame when creating a new frame.

    Thank you for your time.

    Edit * Holding space to scroll through event sheets would be helpful too, if it wouldn't interfere with anything.

  • congratulations Arima

  • The physics was frame rate independent up until version 0.99.91, which is where we see the first introduction of this problem. So yeah, looks like this is a bug, so i will go retrieve my source forge account name and password and post this up on the bug tracker.

  • When i was playing with Minors ragdoll example using 0.99.91 and found that changing the collisions to elliptical cause Construct to crash.

    And yes, the physics do act weird.

  • It seems like i was using a value far too large in that expression.

    I also like the new colour you gave my tank.

  • I had a look at rotateangle also, couldn't get it to work right.

    Glad you found a solution, i managed to make my system work in the mean time, so i may as well still post to mention that.

    http://dl.dropbox.com/u/1487524/Scirra/ ... xample.cap

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  • http://dl.dropbox.com/u/1487524/Scirra/ ... xample.cap

    Did you have a look at my example here? Is this tank thing not what you want to achieve? How is it different? Can you give a detailed example or perhaps a cap to look at?

  • You are thinking too rigidly.

    It may seem very uncompromising with a name like 'SET' angle.

    What you need to do is reference the current value.

    So always - set 'sprite.angle' to 'sprite.angle' +20 * timedelta

    So you set it to itself, plus. This works with everything to by the way, when moving on the X and Y and so on.

    http://dl.dropbox.com/u/1487524/Scirra/ ... xample.cap

    I just whipped this up. Rotating with set angle, Rotating to a limit with set angle. And the tank turret example. Made in 0.99.91

  • For a tank turret to move like that you could set it up like so-

    Set turret angle to Tank angle + modifier.

    And yeah, set angle would cover the other one.

  • On the project tab, (which is the window on the right, tabs along the bottom) you just right click on 'layouts' and click add Layout. Alternatively, you can click on a level name(just below 'layouts') right click and choose clone.

    For the menu, create a sprite for a button, then set up in its event sheet something like

    • onclick - go to next layout
  • I would get stuck into this idea with lots of variables. Each character would need a set of variables, health, attack, speed, dodge, luck etc etc which you would calculate together for each desired result.

    Like so

    PlayerAttack(2)*PlayerAttackSpeed(2)+PlayerAttackLuck(random(2)=5 - EnemyDodge(random(3))= 4 damage

    I would set the timing of the turns by variables as well, but i believe there are timer objects and so on within Construct that would do the job.

    I believe the hardest part of this would be making some sort of logic for what the characters will be doing with their turns.

    If PlayerHealth less than 5 - Use Potion which has a value of (random(5)) etc

    But just like the rest of this it would just come down to having the right amount of conditions for the game to choose from with random atributes to give a really dynamic result.

  • Pretty neat there Minor!

    I played around with it, some effective adjustments are having the head and legs with collisions and the arms and body without.

    Also, Construct seems to crash when ever i change one or two physics pieces to eliptical collisions, anyone else having that trouble?

  • The second platform in does not have 'solid' ticked in its properties.

  • Ok, if you are trying to destroy the particle effect and the sprite at the same time, then this is easy.

    Join the ball and the particle effect with a container, which is in the properites of each object. It is just a link so it doesn't matter which object you do it to, it will affect both.

    Now they will create and destroy together, you only need to handle the positioning yourself. So in your events you need to delete the creation of the particles, and delete the destroy events for the particles as well.

    Hope that is what you were after.

    Here is the edited cap by the by.

    http://dl.dropbox.com/u/1487524/Scirra/ ... xample.cap

  • If you are creating them at run time you could put those objects into another layout.

    There is also this to help keep things tidy.

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