winkr7's Forum Posts

  • You should have two image points on your sprite. The first, which started with the name of origin and you probably didn't change the name, is the 0 image point about which you rotate. The second image point (which we will name gun) is not located in the same place as the first, it is on the gun. You have to move the image point gun (or 1) to the gun.

    when you create the bullet, create it on the gun image point, not the origin image point. It looks like you are still creating the bullet on the origin.

    yours

    winkr7

  • You need to add an image point (in the sprite editor) to the sprite, and spawn the bullet at that image point. The image point you have is probably called origin and it will rotate around that image point which you can adjust.

    yours

    winkr7

  • I think group efforts that end with a useable addon of some kind are interesting. Like a hex based instead of square based tile system.

    But I am not interested in what you have suggested so far.

    yours

    winkr7

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  • Put a physics fixed solid type square sprite on each side of your layout so it is right at the edge on all 4 sides.

    works for me.

    yours

    winkr7

  • Why not give the user three choices, small, medium and large -- then switch to whatever size they wanted as a preset layout?

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    winkr7

  • WhackyToaster I started on game maker too.

    In regards to Godot, one very big strength with construct 3 is it is javascript HTML5 only. Javascript is the assembler of our age, and it was a good gamble to bet on it. Picking your target and doing it well is better than kind of doing 4 or 5 languages and 3d and 2d and an invented GD script like Godot. You can find anything in javascript and it is also very optimized on every platform.

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    winkr7

  • Maybe the order the functions get called is the same, but they don't have to finish in the order they are called right? I can can have async thread stuff and wait for stuff to complete things that mess up the order. If a function is after a wait 0 it won't get called till later and if I have two of those function1 and function2 I am not sure which gets called first after a wait 0.

    At least it seems this complicated to me though I can't site a concrete example.

    yours

    winkr7

  • For every light on Broadway there is a broken heart. For every 1 game that even makes it onto steam there are 99 that didn't. You want the 99 that didn't to love your product. So forget the Unity types and go after the 12 year olds who's parents buy RPG maker for them. Construct has the correct target audience. Make it easy to get into in the first 4 hours, and the rest is just nit picking. They do this pretty well.

    yours

    winkr7

  • Overlay a two color gradient, with adjustable gradient angle, smoothness and opacity of each color.

    That is a good one, especially the angle control.

    Good work.

    yours

    winkr7

  • I think the idea was to allow for things like dialog and inventory type layers, so they can appear (set all the other layers on non-click recieve) and then depart when they are done. This way if you are writing a menu system as a stand alone you don't need to know what the programmer has called the layers (or how many there are) in their particular app. If you have layouts with various layers you also want your dialog box not to have to see how it fits on a layout--it just generates its own layers.

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    winkr7

  • when you use the powerup does the player sprite change? Perhaps the powerup sprite doesn't have collisions on or something?

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    winkr7

  • (rate1-rate2)*dt vs rate1 -rate2*dt you can see how even though they both use dt somewhere, only the first one scales uniformly with dt. Perhaps this is the problem?

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    winkr7

  • Game machines like RPG maker come with bundled assets and get you up and running right away. It would be very easy for Construct to go after the rpg maker market, it would just take bundled assets and some easy to follow examples specifically aimed at RPG 2d or 2.5d. A game engine without sound and graphic assets is hard to jump into.

  • Because your tiles are all the same object you have to be careful about the pool you are picking from. Create variables x,y and set x to xpicked-width,ypicked. Then below that you start all over with the tile pool since right now you only have one tile in it (the one you clicked). So you now want to start all over with just a coordinate and you want to find the tile that overlaps that coordinate from all the possible tiles out there. Pick all foo will make sure you can pick any foo. So do that and then pick the one that overlaps your point of interest.

    yours

    winkr7

  • If the player is going to destroy or alter the tile you can file specifices in a dictionary with key 22d44 say for tile at 22,44 once the ore is destroyed erase the entry from the dictionary. If the player does lots of tiles halfway you might not want to use a dictionary, but if it is sparse matrix, so to speak, it will work fine.

    If you need to know all kinds of things about the tile location store it as a string (even a json string).

    yours

    winkr7