Zebbi's Forum Posts

  • Thanks so much! So, how does it work for multiple enemies, just it automatically assign the multiple tails to the body? Is the setposition expression more beneficial than using the Pin for certain applications such as this?

  • How would I create containers for multiple enemies though? Would I have to place them behind the animation sprites for each one?

  • Aseprite is really good, I bought Pyxeledit but it needs a lot of work to be great, whereas Aseprite is really quite full featured for spriteing, and it has some cool pixelart tools like spray tool to breakup patterns nicely. The UI is also oldskool style which is nice.

  • Because the enemies would need containers for every instance of themselves, and they would need to be pinned to their animations?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I have an enemy that I want to pin a tail on. I'm trying to use foreach to pin the closest tail to it's nearest body. Here's an example:

    https://www.dropbox.com/s/3yhnxonn86s2y0b/weez.capx?dl=0

    As you see, that isn't working, only one of them is pinning properly. Secondly, I'd like to pin the tail to the tail image point on the body, but I'm not sure how and I can't find the plugin download that allows pin to image point, if that is even needed anymore.

    Thirdly, mirroring isn't working on the pinned tail, when the body and tail are mirrored, the tail stays at it's initially pinned position. Any ideas what I'm doing wrong on these three acounts?

  • The trouble is I don't want to use double s as it will be for an enemy and that would cause massive headaches for the multiple instances. Is there a shader that could do this?

  • I'd like to rotate back and forth in a ping-pong loop, just like LiteTween does without the collision box getting rotated.

  • No, it's not the effect of it, I just want to figure out what causes the game to "adapt" to the resolution rather thansit on top, you notice how with alot of games if you you alt+tab out of it, the screen goes off for a second and then the desktop shows, but then if you click on the game it just shows regularly when the game is windowed? Then you might alt+enter to make it fullscreen and it goes black and then appears in true fullscreen? I guess I want to know what the true fullscreen mode is, vs the sort of fullscreen-windowed-windowless mode that C2 uses.

  • It's hard to explain this, but if you try, let's take for example, a 3D game of some sorts released through Steam by a major developer, more often than not when you double-click to start the game, your monitor will do a little "switch" to black and come back again, ALL old games from the 90's that ran full-screen would do this, but in recent times I only really see it on the 3D games and the line, I mean, I can say right now that Duke Nukem Forever does it on my 1280x1024 4:3 screen, I'm just not sure what to call it when the screen does the "switch" to black briefly, and when you run a Scirra (or even MMF) game it never does this, it just goes fullscreen like a Youtube video does (obviously, it's HTML5).

  • Where WAS the princess?

  • Zebbi

    I suppose you could but it wouldn't save on any performance which I assume this would be for.

    Actually, the effect would be entirely for aesthetic, similar to shooting movies at 24fps, but naturally I wouldn't want the effect to eat up performance as that would introduce slow-downs, which I'm trying to avoid. Why does so much of the game have to be drawn manually with delta time? Would it be possible if a plugin could be coded that just frame-capped the refresh rate of the game?

  • On many commerical games, even when you run them at the same exact resolution you use for your monitor natively, the game kinda does a "resolution change" like the old-day style of full screen, the monitor goes black for a second and when you alt+tab or alt+f4 or alt+enter away from the game, it "pops" back, even though the game is running in the same resolution as the desktop is. I wondered exactly why it does this and if it's possible to have C2 games "lock" to the resolution you run them in like that?

  • Yeah, but unfortunately that would create the slow motion effect which I'm trying to avoid, in fact it's really just a frame-cap I'm looking for, so the action speed remains the same but the gameplay runs at the same speed. Sometimes it's called Posterize Time.

  • Wow, thank you, that works perfectly! 0.01 seconds worked

  • I can't work out why the enemy is okay with changing direction with it's moving to the right but not to the left?

    https://www.dropbox.com/s/c85flbvdukw5w ... .capx?dl=0