Stormsong's Forum Posts

  • Hm strange. How about creating an object to visually represent the position of the right stick and having the bullets fire and set angle towards it..

    Always > Reticule: Set position

    X = PlayerSprite.X + XBox360Controller.RightThumb(1)*100

    Y = PlayerSprite.Y + XBox360Controller.RightThumb(1)*100

    Reticule would be the new object you create and the *100 is important as the actual output from RightThumb is only a tiny decimal :)

    Then just when you spawn bullets fire towards and set angle to the 'reticule' object.

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  • This is great! I love procedurally generated stuff. The first shot especially got my attention. Awesome job!

  • From what I can tell you'll need to go into the main game properties and add controls for Player 2 - move up, move down etc. and make sure they're for Player 2.

    Next you'll need to create another XBox Controller object and go into its properties - select Controller 2 and match up all the controls below to the actions you just set up in program properties.

    Finally if you go to the platform behaviour for the object you wish to be used by Player 2 and select Player 2 in the properties. That should sort it :) Also remember if you've got anything read by events to pick Controller 2 or change (1) to (2) if there's no controller selection.

  • Sorry I meant to state that I did mean in a non layout-linked event sheet, oops!

  • Thank you :D Not yet, but for the title screen it shall be.

  • I decided to have a go at using Construct to actually make the logo for my project, so here's the first draft - turned out alright I think!

    <img src="http://www.corvidaegames.co.uk/Photos/RustworldLogo.png" border="0" />

  • Greetings Stufa, I hope you finally get to bring that dream to life :)

  • Hi Aritz.

    In your event sheet all you need do is create the condition for which you want to create the character (eg. on start of layout) then select 'Create Object' under 'System'. Then just choose the character and select the location :)

    The best way to handle this however is to probably create a 'spawn' object and copy this across layouts and make an event that spawns that character at that object, then include that event sheet in each layout so you don't have to worry about it each time. Hope that's helpful!

  • <img src="http://corvidaegames.co.uk/Photos/bitesize.jpg" border="0" />

    Me having a bite to eat.

  • I just gave it a try and it worked just fine :) I do hope you continue work on this project as the ability to export to XNA would open up some fantastic possibilities for Construct developers. I only know a little C# but would love to put my work on the XBox Indie Marketplace.

  • Evgy, that does look fantastic! Look forward to seeing more :)

  • Hello all! I've been stalking the forums for years now and although I've been cropping up here and there I've mostly been a passive member of the community. I'm going to try and change that and help others out where possible :)

    I'm 26 from Yorkshire, England and would be happy to network with others from the UK who are serious about game development.

    I'm working on a story-driven action platform game and hope to be showing more of it in the coming months.

  • Thanks, hopefully Deadeye will get these tutorials back up soon!

  • Bah, I've been working on my entry for the past fortnight but it's not going to be in a suitable state by the end of the day I'm going to focus on making a proper demo for it instead now though, so all is not lost! Thanks for the motivation to get it started though and sorry I didn't get to enter!

  • Hello all.

    Quick question (hopefully).

    I want to be able to create a smooth transition to ladders/overhead poles and such - what is the best and most accurate way of doing this?

    I have the majority of other systems in place for my platformer, including actions I thought would be more difficult, yet this one aspect has baffled me! When a player reaches a ladder or an overhead bar for example, I wish to move them into position onto that object and then allow them to move along it or up and down it. Obviously the simplest form of this would be to set the X or Y value of the player upon overlap and then 'drop' the player when an overlap is no longer occuring - so what is the best way to make this transition nice and smooth and how should I handle exiting this state also? Any help would be greatly appreciated as it would mean all my gameplay mechanics are ready and I can finally build my levels!

    Thanks.