Tokinsom's Forum Posts

  • I'm looking to make a "wall-tracing" movement like the zoomers/geemers from Metroid, but more complex, and hopefully physics-based. Not only will they move along more types of surfaces (square, circle, slopes) and rotate smoothly around them, but they can do a short hop and cling on to other platforms upon contact, including moving/swinging/rotating platforms.

    Like so...

    <img src="https://dl.dropboxusercontent.com/u/105711543/example.png" border="0" />

    ...Unfortunately I've had a really tough time getting this to work. After a week or so of screwing around with it and modifying existing wall-tracing examples, I am stumped.

    Anyone else willing to give it a shot?

  • Try this instead:

    +on "BoomboxExplodeNow"

    +For "" from 0 to 7

    -Create [StandardEnemyBullet]

    -Set angle of motion to loopindex*45 degrees

  • justifun That is exactly the same as just turning the water/lava into solids. The problem is that the object becomes a solid for anything with a behavior, not just the player. (Water enemies are pushed out, everything else treats it like any other floor, etc.)

    shinkan Yep, very easy if you wrote your own collisions but I'm using built-in behaviors so pretty much all collision stuff is out of my control.

  • Sorry to bump but are there any plans to add this? It's been requested almost a dozen times and would really come in handy for an ability in my game. It allows you to walk on water, lava, spikes, etc. which requires turning them into solids - but if they are solid then everything else can walk on them too!

  • Can we please have the option to disable collision cells? Almost every platform enemy in my game is now stuck in the floor or has fallen through a jumpthru platform by the time I get to them. Also if you have a collision object stretched wider than the window size it will often not register collisions.

    I've tried to reproduce these things in a new .capx but for some reason it works fine every time. I've also tried fixing it myself with events but this just causes more bugs elsewhere.

    Not sure what to do about this, and considering I have ~9 months invested in this game it's too late to change how enemies are spawned and all. So, please, can we just have an option to disable collision cells? It seems I'm not the only one having problems with them either!

  • 1) Tile picker. In Tiled you can right-click + drag to select a group of tiles that have already been placed on the canvas. This is great for making patterns & arrangements of tiles to place elsewhere, and generally speeds up the whole process as you don't have to move the mouse all the way to the tilemap window and back all the time.

    2) Set visibility of individual tiles. There are a few uses for this but in my case I need it for a Metroid style mini-map (tiles are revealed as you progress) and destructible terrain that regenerates over time.

    3) It's been requested before but variables for individual tiles would be amazing. They can be used to define terrain types, animated tiles, and more. Currently you need a whole new tilemap object for each terrain type and all which isn't very practical.

  • Just...use your imagination? Multiple tags allows you to combine and group sounds in whatever way you want for full control over playback rate, effects, and the like. One tag is very limiting if you really want to take advantage of all the audio object offers.

  • +1

    jayderyu: Sound effects with echo effect in cave areas, randomized playback rate, and volume set in an option menu. Kinda need multiple tags to do anything like that!

  • +1 It's really annoying to not be able to do this yet, especially when working with layer, layout, overlay, and distortion effects.

  • You guys are discussing 2 different things. "Global/Inherited Layers" is not the same as having every layout use the same layers.

    Since you can already make objects global, all we really need is an option to make all layouts share the same layers & their properties. This way you can build HUDs & GUIs in one layout AND modify all game layers in a single layout.

    Kill 2 birds with 1 stone as they say.

  • +1 Lots of requests for this already, please add it!

  • "The spriter object itself can't have effects enabled"

    Seriously? Did not expect that. I haven't used spriter yet so maybe someone else can chime in there.

  • Check out the "brightness" effect.

  • My understanding is that, since group states persist through all layouts unless one reset, having identical group names can screw this up...I think. I always use different names for them so.

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  • Letterbox integer scale is to maintain the aspect ratio via letterboxing. I use it for every one of my games.

    "Of course, the node webkit doesn't go full screen anyway."

    The node webkit object only lets you maximize the window. Use the browser object for fullscreen.

    Joannak scirra.com/tutorials/73/supporting-multiple-screen-sizes