Zebbi's Forum Posts

  • > These are incredible Somebody will find these very useful! I'm wondering if it's possible to use these to create a true mario style screen wrap, you know, where mario leaves the screen edge, and wraps around the other side, but you can leave him halfway, so that his front is on one side and his backside is on the other?

    >

    I guess you could, but it would be a purely visual effect. For a game it would make more sense to just duplicate a Mario that is close to an edge.

    The interesting thing is, Mario can interact with anything he touches on either side of the wrap, so it acts, as you say, differently to just a visual, but I'm not sure how you could re-distribute sections of a sprite, including it's collision areas, onto the other side of the screen. I might start a new topic for this, sorry if I hijacked this!

  • These are incredible Somebody will find these very useful! I'm wondering if it's possible to use these to create a true mario style screen wrap, you know, where mario leaves the screen edge, and wraps around the other side, but you can leave him halfway, so that his front is on one side and his backside is on the other?

  • Here's another example of OPL emulation: http://opl3.cozendey.com if I had proper programming skills I'd take a look myself, I'd love to hear from anyone else that's interested in having this functionality available in C2.

  • Sorry for the delay, it took me a while to find the video (I was thinking it was the sms version!)

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    you can see it goes from 100% to 0% until finally -100% with the negative values being the image vertically upside down. Would this be possible to implement as an effects shader?

    EDITED: correct link!

  • I'd like the effect on Mickey Mouse's Castle Of Illusion where you turn the gravity upside down and it squashes the game viewport to a slither then stretches back out and the viewport is upside down. How do you adjust the "screen size" or the camera area's HEIGHT at runtime? I can do layout scale but I need to squash and stretch the height, preferably into negative values so as to create a vertical flip when it reaches -100% scale.

  • You can do System -> Compare two values -> player.Platform.MovingAngle to another value

    Ahh, THAT'S how to do expressions, thanks so much!

  • I see it's possible to use Platform.MovingAngle as an action, but I'd like to test the platform moving angle as a condition, but it isn't appearing in the sprite conditions. Any ideas?

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  • In the interests of educating myself further, is it possible to use expressions for the keyboard? Here I would need an expression that tests "{if the keyboard space is pressed} OR {keyboard space is held AND the character is landed}"

    Is this particular function possible with expressions? I'd preferably like to keep all four sub event collections of coditions down to just one condition and event (namely, all leading to just one simulate platform jump)

  • It would probably look like this :

    Wow, that's perfect! Thanks so much for that example, that will help inspire me to tighten other conditions and gives me a really good way of understanding this in greater detail, thanks again everyone!

  • You can enter quite complex conditional expressions. Have you read this: https://www.scirra.com/manual/78/expressions ?

    Thanks, yes, I've looked into those, but I'm not proficient enough yet to write conditions as expressions, in fact, I'm not sure EXACTLY how I would write, for instance, the conditions that I've used in my image example as expressions. Can it be done?

  • That's what I was thinking, I'm just surprised that you can't have one action for two separate conditions. In coding, you would just type two consecutive lines with an || between, and then you could have your action as a bracketed line. Is there a reason C2 doesn't use this hierarchy? (as I said, if I'm overlooking anything that COULD do it this way, I do apologise!) Otherwise, yeah, I'll just use Function.

  • So, function is probably a bit overkill for something simple like this? Is there a way of using an Or operator between two sub events?

  • I'd like to preferably have an OR operator between the two sub-events so they can both share the same "set animation" action. Should this be done with the function object for tidier coding or is duplication of the action the best way, as I have done so far?

  • To me it's just another file format. It looks like it's been ported to javascript here:

    http://www.wothke.ch/AdLibido/

    It likely can be used in a similar manner to the stuff in that other topic.

    Precisely, so hopefully if there's enough interest, someone with skills might be able to look into porting it to C2? <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Thanks for the example, I'll take a look! I managed to do it with collision boxes really quickly and easily, thanks to all for the help!