Sup with that?'s Forum Posts

  • You might be able to get away with just a "Trigger once while true" or a "Start of layout" condition followed by a "Repeat X times" sub-event, unless I'm misunderstanding.

    On start of layout

    • Repeat [GV Shields] times --> Spawn shield

    This way the loop only runs once at the start. And yeah, you'd need to save your Shields value if you want it to persist after you close and reopen the game.

  • Well yeah, what I mean is, a movement similar to forwards/backwards, except instead of moving an object back and forth on the object's angle, it moves it side-to-side perpendicular to the object's current angle. So if the object is facing right, it moves up and down, if it's facing up, it moves right and left, etc.

    It just seemed odd to me that there's a backwards/forwards option that takes into account an object's angle, but no side-to-side equivalent as it looks like a natural next step.

  • This could be a suggestion I guess, though really I'm just curious if there's a particular reason for it. Sine behavior parameters include all kinds of options from X/Y movement, to angle and value. And then at the end there's Forwards/backwards movement... but no side-to-side movement? Seems like it should naturally have been added with forwards/backwards, so was it omitted?

  • I was afraid of that. Guess I'll try splitting the tileset into several tilemaps and lay them on top of one another.

    Ta!

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  • I've got a Tilemap object that uses rather large tiles. An individual tile does not exceed the 2048 pixel limit, but the entire image that I import into the Tilemap object does, hence I got the warning message. So... does this qualify as "cut it into tiles" or is it going to be a problem?

    I.e. Should I quit testing the limits and using giant layouts and tilemaps?

  • One possible solution is to make all the shadows 100% opaque, then move them to their own separate layer and make the layer itself transparent.

  • Like move the viewport? You can add actions such as Scroll to object/Scroll to position in events (also under System category). You can also give an object ScrollTo behavior which will automatically make the camera follow this object.

  • Anything really, you can do On Start of Layout -> Set layout scale, this will change the scale immediately when the layout starts.

  • In the editor or in the project at runtime?

    For the editor, go to the View tab and there are zoom options.

    For runtime, add action System -> under Layers & Layout -> Set layout scale

  • You can theoretically animate it by making it change tiles at runtime using events. Haven't dabbled in it myself so can't say how feasible this is.

    Would be nice to have a full on animation, though.

  • Hmm, that's what I figured. Oh well, thanks!

  • The answer seems to be no but I figured I'd check first. Perhaps this can be a feature suggestion if it's at all possible to implement.

    Anyway, is there a way to apply the wrapping function of the Wrap behavior to other behaviors? So for example, have Pathfinding walk off the edge to wrap to the other side to take a shortcut? Or have LoS behavior spot an object on the other side of the layout by looking towards the edge?

  • Even a sprite should hold up pretty well to stretching in this case. You can make the laser sprite e.g. a 10 x 10 pixel box with a horizontal gradient. That way, since you're only stretching it vertically, the gradient should remain consistent without getting diluted or some such.

  • I've puzzled over this myself and eventually scrapped my attempts because they seemed like more trouble than it was worth, so this is purely theoretical, but... perhaps you can try making a "split screen" effect (first example I could find, might not be the best) in combination with the teleport-wrap that SimoneT describes.

    What I'm thinking is use the split screen effect on either end of the level to show what's happening on the opposite end. This way even if the player is e.g. being chased by an enemy and teleports, you can still see a "reflection" of the enemy on the other side, so it looks like a seamless transition. There could still be issues like for example an enemy not reacting to the player when it should because it's just a reflection and not the real thing, but maybe you can make a workaround for the AI or something. Anyway, haven't tried any of this personally but it sounds nice on paper.

  • Seems like the most flexible method to me tbh. Did you have something particular in mind that wouldn't work with it?