Tim_A's Forum Posts

  • Thanks, but that's not quite what I mean.

    In essence that's the easy part, and will have the car driving around on a flat surface.

    The difficulty comes when it goes up and down a ramp, or over a bump.

    The player has rotational animations for flat (as above), incline 10 degrees, incline 20 degrees, incline 30 degrees etc. etc.

    So when it goes onto a ramp it switches to the incline animation.

    The Pico-8 example above does this very well, and even in the jump the car arcs.

    This is where it's getting tricky for me.

    I guess anim1 would be lat ground rotation, anim would be 10 degree incline etc. so when the sprite rolls over a ramp it switches animation.

  • Thanks,

    The basics of a 2d top-down racer I think are straightforward enough.

    What I'm struggling to get my head around is the jumps, ramps and sprite angle changes that the Pico-8 example does so beautifully.

    I can make the sprites myself using a 3d programme, but getting the movement and angle changes is stumping me at the moment.

  • Oh wow that's food for thought... and certainly helps with the jumping.

    I found a near perfect example of what I wanted to make using PICO-8.

    assemblerbot.itch.io/pico-off-road

    Do you think this is achievable with Construct?

    I gather it's a pseudo-3D approach?

    I'd be interested to hear if there are any tutorials, or if anyone is interested in making the engine as some paid work.

  • I'm working on a tip-down racer that's sort of isometric on style.

    I can change the animation when I want to go up and down a ramp, but how do I simulate this on the Y-axis with my isometric view?

    Essentially... If I'm going left to right and I go 'up' a ramp (just a flat 2d sprite), I want the sprite to move up a set amount on the Y-axis according to the size of the ramp to simulate it going uphill.

    Also... For the same purpose the car needs to go 'down' if it heads right to left.

    EDIT: here's a random game I found with a ramp and even jumping! Simulating this would be great!

    lexaloffle.com/bbs

    Thanks for any advice 👍

  • Wow i'm not sure how I didnt come across those...

    That just re-iterates my point about how many sprites were used... very impressive!

    I'm determined to get something up and running, but this is probably beyond my skillset at the moment so I shall learn and build as I go...

  • Thanks for the advice and the encouragement... I shall be having a look at replicating something similar, but it looks very complicated!

    I didn't give them enough credit for just how many sprites were used in the production of it... it's very impressive!

    If anyone has any further advice i'd be very happy to hear it.

  • At the risk of showing my age... does anyone remember Ivan Stewart's Super Off Road?

    I was thinking of making a racing game and wondered if Construct could manage something like this...

    You can play it here: playclassic.games/games/racing-driving-dos-games-online/play-ivan-ironman-stewarts-super-off-road-online/play

    What's unique about it.. is that presumably it's a 2D game given the era.

    Could Construct replicate this... or even handle it in 3d?

    Would be very interested in hearing any thoughts.

    TIA

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  • I'd like to make some moving platforms with spikes underneath.

    These platforms will move individually when triggered by something (probably a hidden collision event for each one).

    I've got a platform sprite, and i've got a spike sprite I can group with it... but how can I duplicate the groups and have independent control over them without making 10x platform sprites and 10x spike sprites?

    Thanks for any advice on the matter :)

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  • Thank you this worked perfectly :)

  • I thought this one would be straightforward... but i'm having trouble adding footsteps to my platformer character.

    It moves using the platform behaviour... but when I add a sound effect 'when platform is moving'... the sounds plays and doubles-up constantly to the point where I have multiple sounds on top of each other.

    I have the sound set to loop as it's just a 'taptap' of left-right footsteps.

    It's almost like the sound doesn't finish before another one starts... would making it a longer sound effect work (repeating the footsteps into a longer clip)?

    Any advice please?

    TIA

  • Well that worked perfectly (as I'm sure you knew it would!).

    Many thanks for that :)

  • I have a simple platform game and one of the levels is underwater swimming...

    I have a large invisible sprite which is the water... and when the player is 'overlapping the water' the controls/gravity etc. switch to swimming mode.

    I'm wondering how to spawn a bubble that rises to the surface every 3 seconds?

    I tried 'if player is overalapping water, spawn bubble with bullet behaviour' and ended up with thousands of bubbles (every tick I presume).

    So I tried adding a 'wait' for 3 seconds but that didn't work.

    Is this because i'm overlapping the water, so it's checking every tick?

    I figure this might be simple but i'm clearly missing something.

    Thanks for any help, much appreciated :)

  • So that means I can't control the timescale of families as stated in the first reply?

    That's what's confusing me, I've paused everything at system level but that doesn't help continue my player death animation.

    Thanks again for any help.

  • Thanks for the reply.

    Is the time scale a behaviour for families?

    I can't find the option to set the timescale for a family group?