Zetar's Forum Posts

  • Why couldn't you set all same colored objects to a family, and have a family condition (new to r78) triggered in an event? Example.

    Make a Family "RED"

    Something happens to Set Family "RED" to 1

    If Player on contact with Family "RED"

    & Family "RED" = 1

    --> Do whatever...

    Why would this not work?

  • Adjust the elasticity of the ball to 0.95 or something like that to make it REAL bouncy, but still calm down after a few seconds.

  • OK, I changed the collision mask of the ball to circle - that helps the bounce to angle correctly. Then I changed the Elasticity to under 1.0 (you had 1.4) - This helps it bounce a little less each bounce. I also reduced the size of the image ball, and centered the origin point didn't fix anything, but it is a good practice... http://www.box.com/s/f7nhqiuc7xhlxzld6p9m

  • It sounds like your origin point on your Sprite image is not centered. double click on the sprite that you want to look at the mouse and check where the red origin point is. It will always rotate at that point.

  • Yea... an Isometric Movement Plugin would be REAL Nice! (One where you can adjust the angle of movement is what I really need...) I am in the planning stages for a Isometric (Hex based) tank game that I will have to write out a LARGE Event group for movement. If I have time today, maybe I will create a capx with what I come up with for the movement...   We will see.

    I was creating this little Tile Game that deals with Iso movement, but it is real glitchy. Maybe you can get ideas, though...

    http://www.box.com/s/c3vx9ky8dlyko82mcr34 Unfortunately - I did not include animations. (So if that is your focus, sorry...) Drag the tiles from the left onto the green Isometric Tiles to watch them glitch... I mean move...

  • Check out the CAPX downloads from this chat.

    It may give you ideas on how it works. There are probably easier ones to look at that do the same thing. http://www.scirra.com/forum/problem-with-animation-against-walls_topic48606_post305245.html?KW=walking+animation#305245

  • ON Startup stop the animation for that sprite, then create event to see if the sprite is moving and play animation. another event will be inverted (if sprite not moving) the stop animation. I don't have an example capx to show you, but that is the theory. Can you post your capx to dropbox or somewhere so we can look at it and give better help?

  • Your space taxi game looks great. Reminds me of choplifter and that rocket lander game.   <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Usually walking has to do with animation and importing multiple sprite frames for one sprite object. This involves designing multiple images for one sprite outside of C2 and importing them into an animation within C2. Im sure there is some tutorial in here that covers this...

  • And that is why your my favorite moderator Kyatric!   You know where everything is <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I think it would be easier to have a static background and apply physics behavior to the joy-rider with impulses pushing it upward and gravity pulling down. It would look more realistic, IMO. You could keep the screen centered on the player with the Scroll to behavior.

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  • Yea, I guess you could import all the images the same % smaller, then in startup increase layout or layer size... or image sizes... Hmmm... Good Luck <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Usually posting a CAPX for us to look at is a good idea. But it looks like when you imported your sprite into the game there was extra blank space around the image. double click on the image and click the icon that gets rid of that extra space. Or in the same editor, check your bounding box to make sure the bottom of the bounding box is lined up with the feet.

  • If you are using Platform behavior you can get the Sprite.speed as it collides with the portal. Then assign that number to a global variable. When the sprite spawns at the new portal assign the speed back to the sprite. (I think that would work...)

    Something similar works for Physics.

  • If you are making the change after the fact (I.E. The game is done, and you are down sizing images for the whole game) - I got no ideas...