Zebbi's Forum Posts

  • The actions are a set position and set size action using the equations I linked to. I'll have to defer to someone else for further discussion or perhaps alternate solutions.

    Sorry R0J0hound I'm trying not to be stupid, I just couldn't quite work out where to put those equations!

  • Only "scale" is used in the set height expression. It's actually the same as if you squished the height with it scaled around the origin. The only thing that changes when you scale from a different point is the object needs to be moved.

    Right, so which action do I need to use to be able to "squash" a sprite from an image point rather than it's origin?

  • Using the expressions:

    Sprite.ImagePointX(point)

    Sprite.ImagePointY(point)

    Replace "point" with either the index of the of the image point like 0 for the origin, 1 for the first image point, 2 for the second,... and so on.

    ...or you can use the name of the image point.

    So, for instance, if I want to squash a sprite's height, do I use that in the set height expression?

  • You could also create a second image point and use that as the reference when you're scaling.

    How do you do this? I can make image points, I just have no idea how to reference it with scaling?

  • Try it. The math will make it scale from (centerx, centery) regardless where the origin on the sprite is.

    So, do I need to make centerY and centerX globals? What numbers should I set them to?

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  • You can do it easily if you have basic knowledge of construct 2. (and if you know how arrays work)

    Set up each features on a different event sheet then call each event sheets on a principal sheet used for each Layout.

    Event sheet [Walking]

    Interaction between the mouse, the player sprite movement and the walkable areas (you can use an invisible object over the background as the walkable area you can click on)

    Event sheet [Dialogs]

    The display on screen, the selection system and the dialog trees for each Layout (you can use an array for this)

    Event sheet [Inventory]

    The display on screen, the selection system, the interaction with screen objects (you can use an array for this)

    Event sheet [Animations]

    What happens if you use the matches on the wood. A NPC running around a fire.

    Event sheet [Menu]

    Save, Quit, Sound, Music, Pause system.

    You can use Groups to organize each Event sheets for the different layouts or you have a very good memory.

    (Or you can give things special names to renember easily Day04-12-16)

    Hope this helps, with the arrays you can do everything except the pathfinding.

    https://www.scirra.com/manual/108/array

    That's actually given me some confidence to get started! So, for dialogs, what's the most efficient/least confusing way of storing all the dialog in the array? Or should it be loaded from an ini or something?

  • This works perfect, thanks!

    I'm bumping because I fixed the problem and I thought I'd share it in case others might have the same problem.

    Thanks for making a demo, but it didn't fix it and I think that's due to me not describing the problem in enough detail.

    This is for a 2D Platformer-based game type. The trick is to make sure "Set Angle" in the Bullet Behaviors is set to "No", and mirror the bullet sprite when the player is mirrored.

    I hope this helps.

  • You could use the math here:

    If I use the math there in the scale expression, won't it still scale to the origin, as C2 does that by default, doesn't it? Or does this need to go somewhere else?

  • I have my play animations all with their origin set to centre, is there a way of scaling the height of an object without it using the origin as the scale point? I can't change the origin to the bottom where it needs to be for the height resize to look right, so can I make C2 resize the height as if the origin is at the bottom?

  • Okay, so I think it's that time again to try and figure out the parts needed for an adventure game and what we have. Simple pathfinding/walkable areas for the character, some way of storing and recalling dialog trees, inventory that shuffles depending on added/removed items and verb sentence building. I would have thought most other design elements would be simple enough in construct, and retaining layout data between room changes would supposedly be easy with C2. I've not tried anything yet, but Adventure Game Studio still uses coding and is way too hard for me to try, so I'd like to give it a go with C2. Is it possible with relative ease right now?

  • I've been meaning to add an enable/disable shader preview option, but in the mean time just turn WebGL off in project properties and the editor updates accordingly.

    Any updates on this?

  • I have C2 r240 and nw.js v0.18.7 and it seems like previews of layouts take a lot longer than they used to, about 5 full seconds to get the level started, it used to be instant. This would obviously not be a problem for occasional use, but for frequent testing it all adds up. Anyone else noticed this?

  • Ashley any ideas?

  • Zebbi did you ever hear back on this other than in this forum?

    Unfortunately, no, it looks like it's going ignored, I'm afraid! Maybe we can ask Ashley nicely again.

  • It's okay, I just updated both Nw.js and C2 and it's fine!