Yarfapet's Forum Posts

  • I hate digging up an old topic like this. But does anyone still have the .cap for this? Or happen to know the formulas used?

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  • No. You might be able to do it with UV distortion, but it's quite a complicated task for something that should be simple. Your other option is a chain of sprites (done with a loop, can be intensive, but relatively simple to set up).

    THANKS!

    UV Distortion works perfectly, and it's easy. And animations and rotations work too. In fact the only problem (So far) is that collisions don't work correctly.

    Both Axis

    http://dl.dropbox.com/u/10316081/tiledsprite.cap

    Horizontal Movement only

    http://dl.dropbox.com/u/10316081/horizontalonly.cap

    (Both Caps made in 0.99.96)

    Edit: Newt beat me to it (And I was the one that asked for help)

  • Is there anyway to get an effect similar to how a tiled object repeats it's texture in a sprite? Like say I wanted to make an animated line that I could lengthen shorten (by repeating itself, not by stretching) easily and be able to move it and tilt it at any angle without it breaking apart. Currently possible without getting too ridiculous with events?

    Found this sucker just a few days ago and though I'd share. Lets you make a sprite sheet out of fonts.

    http://www.lmnopc.com/bitmapfontbuilder/

    Best of all, it you set it to the Nehe Two Font Texture (and cut it properly with Construct's import feature, making sure to mask the background). The first frame all the way to 95 will match perfectly with lucid's bitmap font (Just delete 96 onward). All you'll have to do from there is set the characters spacing to a negative number, and you have a perfectly usable sprite font

  • What about a behavior? Would it be capable?

  • I usually prefer shooting upward since it means I don't have to worry about where I'm shooting AND where I am. Then again, haven't experienced too much of the other. So who knows really,

  • Events and actions are done in order top to bottom. If you want an action to be done last when an event triggers, just make it the last item

  • I've been on a bit of a 3D tangent lately, and with the latest construct release I can now do this little demo: a ball bouncing in a 3D space. Anyway.

    Notes:

    1. Collision: Is handled through 2 bouncing balls, one with it's Y axis restricted to the other's. By no means perfect, but produces a nice effect. One ball controls the Y and Z axis, the other controls the X. Would eventually like to figure how to do it with more than walls.

    2. Textures made with the Genetica Viewer (Free)

    http://www.spiralgraphics.biz/viewer/

    3. Try changing the Eye distance to around 100, it's something a bit different to look at.

  • Not sure if someone else already figured this out but...

    One thing a lot of people have complained about the Platform Behavior is that you can't do a sustained jump with events. Jumping with events also happens to be one of the only way to do double jumps, forcing alot of people to decide between it and being able to vary jump height.

    Here's how you fix that...with just one event.

    Shift: Behavior Built Jump (With Sustain)

    Space: Event Coded Jump (With Sustain, can be fired multiple times)

    http://dl.dropbox.com/u/10316081/jumpsustain.cap

    Note: Construct 0.99.96

  • With incorrect password message.

    http://dl.dropbox.com/u/10316081/Password2.cap

  • thanks! that's exactly what I wanted, Yarfapet!

    No prob. It kinda does bug me though I had to use such a roundabout method of getting that to work.

  • I wouldn't mind playing a round. Wouldn't be able to host any matches though (My folks control the router, and are very "secure" about it)

  • Hi,

    I'm pretty new to Construct, but I've went through a couple of tutorials etc.

    I want to try out making an RTS where you can choose which parts you want on your tanks.

    The turrets are easy, the problem I have is how to stick the wheel sprites to the body at runtime.

    Bone movement works wonderfully in design time, but I want to be able to do it dynamically with different parts.

    Is this possible? Any Suggestions, or should I drop the wheels and keep it simple with just different bodies and turrets to choose?

    How complicated are the wheels? You may be able to make them all the same sprite and just switch between animations. Also, you might be able to use image points to your advantage.

    Do let me know if I need explain more.

  • Hello to all

    I have a problem , i?m creating a "game" and in my game i can choose in 2 characters 1. but i dont know how to put then on map? i need create 2 layouts for 2 characters????

    thanks

    Sanity no! What you'll wanna do is create an object that serves as the spawner for the player character. Then just have a global variable saying which character you're playing as. Create events accordingly.

    On Start of Layout

    -If Global(Player)= Jim

    +Then Spawner create object Jim

    -If Global(Player)= Jill

    +Then Spawner create object Jill

    If you have too, put both on the field and check the attribute "Destroy at Startup"